Themes: Fae

Designed by: Trove Team

This item is still under development and is not yet added to the game.

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25 most recent dev posts that mention "GLOWY"

Avarem wrote:

Quote Originally Posted by Aviarei View Post
Made a new one; the Shadow Angler Pemblock. Doesn't really roll off the tongue but it's based off the angler fish.

Photo album here:

Download here:

(I don't know if you've noticed but I really love dark and glowy color schemes)

His hip fins clip into the fae's wings some but other than that the fins are pretty good about not clipping.

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Ocho wrote:

To begin, open your voxel editor of choice – I mainly use Qubicle, but any of the editors mentioned here will work. I start by creating a blank volume of the absolute maximum size allowed for the Lair, so I know how much room I have to work with. In this case, I create a blank volume of 30x30x90.

Lairs and Dungeons need to extend below the surface of the ground at least 10 voxels in order to account for when they get placed on the sides of hills or mountains, so I need to take into consideration the 30-voxel high part of the Lair that can extend underground. After creating the volume, I slide it down so it is aligned with the plane, extending 60 voxels above it and 30 voxels below it. This isn’t strictly necessary, but again, it helps me keep track of the space I have to work with – the volume reflects the height and depth of the Dungeon relative to the ground level of the world where it is placed.

One of the first things to take into consideration when creating Lairs is that the major quest area has a minimum size of 21×21. This leaves very little wiggle room within the larger constraint of 30×30 overall area for a Lair, so chunking out the major quest area first is usually a good idea. The rest of the structure of your Lair can grow organically from there.

I decide to make my boss area a circle 29 voxels in diameter. That gives me the necessary 21×21 area for the quest, and the rest I can use to create a way for players to access the room, either with some stairs or a chute or some other vertical access point. Since I’m going with 29×29 for the boss area, I also change the width and depth of my boundary volume to match that. Using an odd number for the width and depth of your Lair also has the advantage that you know exactly where the center of the Lair is going to be. This will be useful when the time comes to place plugs and sockets. For now, we’ll keep track of where the center of the Lair is at ground level by placing a bright red voxel at that location.

Knowing where the center of your Lair is has another advantage – you can use symmetry to cut your work in half, if your Lair is something that can be symmetrical. A giant robot walker definitely can be, so with that in mind I start work on sculpting the legs.

Another important thing that comes into play when creating Lairs is making them accessible to all players. The main way this comes into effect is making sure that a starting player with no extra jumps or a mount can traverse the Dungeon successfully. With this in mind, I sculpt the legs to be a simple jumping puzzle that can be navigated to reach the entrance to the actual adventuring areas of the Lair. Once I’m happy with the basic form of the legs, I copy it, mirror it, and paste the copy beside the existing leg.

Once the legs are done, next up is connecting them with the major quest area. With this in mind, I make a little alcove in the corner farthest from the entrance to the body of the walker, with the intention of putting a portal in there that will connect the bottom and the top of the walker.

With the legs pretty much done, I can start working on the major quest area. Right now my Lair is a little sparse, so I can add another minor adventure area on top of the major one, and then the portal from the bottom area can connect to that instead of to the boss area directly. Since the boss area is already chunked out, I copy and paste it with the intention of using that as the basis for the second adventure area.

I now have the basic structure for the Lair in place. No evil robot walker is complete without an impressive array of weaponry, so after shaping the roof of the second adventure area into a dome and creating an access hatch between it and the areas inside, I model a couple of weapons atop it. This is also a good opportunity to start giving the outside a more distinct and interesting appearance than just a plain grey surface. Since a lot of the robot decor already has the glowy circuitry line motifs on it, I decide to go with that. This will help with theming, as described earlier. The robot walker doesn’t simply exist as a solitary entity, but rather it is tied in with the rest of the Neon City biome environment.

Once the first pass on the top area of the Lair is complete, I can take a look at how it fits in with the rest of the parts. On second look, it’s possible that as a whole it might be too tall. After a bit of thought, I decide to create a second main adventure area that is combined with the top area. This means we will have two possible major variants of the Lair. To differentiate them, I decide that the top one might be a command unit of some sort, and to differentiate it further from the other type, I replace the weapon ports on top of it with a communications dish and a different version of the railgun.

With that done, it’s time to add the finishing touches: some viewing ports that I’ll make transparent using property maps, extending the glowing circuitry lines to the rest of the walker’s parts, assorted other details on the outside, finishing the interior layouts, and creating the terrain base that will anchor the walker on the terrain of the world.

While I’m at it, I can mark the spot where the red plug – the one that connects the Lair to the world – is going to go. The red plug should be in the center of the area of your Lair, and in terms of height, remember that the red plug’s height will be at the same height as the ground. With that in mind, I mark the center of the supporting ground on which the walker stands with a bright red voxel. You can do this for all the other plugs and sockets you need to place. It is particularly helpful for more complex Lair and Dungeon layouts, but for this one just the red will be enough.

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Grumpntug wrote:

If you make it a darker metal with some glowy bits in it, you'll be fine :)

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Atronos wrote:

There's already a knight weapon that is a toothbrush, and a lampshade staff, and both of these look very similar to the existing ones, unfortunately. :( A suggestion for the toothbrush would be to turn it into a [futuristic]( [electric toothbrush]( of some sort, something that would fit in with the robot biome. Somewhat thicker at the base, with glowy rings or something, and a smaller head. For the lamp, there are literally thousands of possible models of lamp, from [stained-glass]( to more [modern designs]( Lamp staves are cool because they allow you to take full advantage of our property maps (glowing effects, transparencies, metal shaders, iridescent shaders), so that's definitely something that I'd love to see you use if you revisit it. The hand crossbows look good ! I'd maybe add some fletching to the top of the back of the bolts - you did a pretty good job of making the strings merge into the side fletchings, kudos on that :) I believe we already have at least 3, maybe 4 different hand crossbows in the game, but these look different enough that Grump might accept them. There is, however, another set of hand crossbows pending approval or recently approved, so that might affect the chance that yours will get accepted.

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Atronos wrote:

Nice work on the cryocore blasters, I like the glowy version, but then I like it when people take advantage of our property maps.

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Updated: 3 hours ago

Created: 1 year ago

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