To understand what RuinValor is you must first gain knowledge of how it came to be. The roots of my desire to make video games can be traced back to Neverwinter Nights; while the singleplayer certainly leaves something to be desired the multiplayer was the jewel amongst the stone in my mind. Packed with a toolset editor, the ability to create, modify, and share worlds of your own is what interested me the most. Couple that with an in game Dungeon Master mode to enhance story telling for the hosts player base and what you obtain is a powerful set of tools that assist in maintaining interest in a game long after its initial release. I have long believed that if you put the proper tools in the hands of the people who make content ( modders and such ) the life of the game can be infinitely extended. game. Throughout the design process I have ensured the core concept for all systems put in place rely on the single factor of customization.
It has been a while since this blog has been updated and we are very sorry about that. Some of you might have heard but I was deployed (I am in the US...
game update #10
This weeks news update will show off blood splatter, NPC combat, and what happens when you spawn 100+ npcs in our game!
ruinvalor: npc faction combat + blood splatter decal
Check out the wisp model in action with particles. We also showcase the gorgane and day/night rotation.
wisp + gorgane + night!
It has been a bit since our last news post, but it has been worth it since we have a bunch of information to share. Dynamic shadows, Recreated Lighting...
game update #8
As of right now the main focus has been preparation for the Intro Trailer. Having something that catches your audience and keeps them wanting more is...
game update #7
We have finally figured out the proper method for making seamless texture (with our low poly mesh's).
texture breakthrough
We have been focusing most of our efforts on getting things ready for the video. You might ask us why, and that would be a valid question in this case...
weekly update #4
We have been silent ( news wise ) for some time. I figured now was the best time to get everybody caught up on what has been going on with our team. This...
weekly update 3
This weeks update showcases the new gorgane and the new terrain!
weekly update 02
I am going to be starting weekly updates on here as well as our primary site. This week we are going to be showing off some of the progress we have so...
weekly update 01
This is our newest terrain setup as well as some looks at the model and where its integration within the world are.
ruinvalor: progression v3
We have been hard at work to get marching cubes working. The following is our result.
concept art + marching cubes + tesselation
We have been working for two weeks on getting this character development working and it seems we are finally there.
gorgane character development
This week we have some more concept art provided to you by our concept artist. He is working to finish this by the end of the week so we should have a...
point lights + concept work
This week we have focused on adding in some more lighting effects to really boost up sexy factor. Watch the video and see some of the newest features...
god rays + greenlight ( concept )
The past week has been visualization changes within the game. We have spent hours establishing something that will allow our game to stand out and really...
ruinvalor sky system
We have been hard at work creating new models for use with the game. As of yesterday we have most of the basic weapons, tools, and prop items in place...
model mashup
This week we change our focus to the character creation process. We spent the better part of the week establishing the primary server; as well as the...
character selection screen
Added the grass model to the game today. This is a temporary texture so before you go saying "it doesnt look like real grass" keep in mind this is only...
grass model
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