Beautiful Britannia Takes Us To Moonglow for the New Year

Just in time to close out 2013, Firstknight sends along three work-in-progress images from the Beautiful Britannia project:

About which, Firstknight writes:

I found some time to show the current state related to Moonglow.

The first screenshot shows the original town, which consists of 5 houses, from a newly-created house on a small island.

The second screenshot shows the 4 houses on a small connecting island, which lies between Old Moonglow isle and the new, quite larger island.

Finally, the third screen shows some of the (also newly-created) houses on this new Moonglow “continent”.

Everything is early “Work in Progress”; work on the details of this town resize has just begun.

In summary, Moonglow consists of around 30 houses in the currect build of BB.

Hopefully we will see a new Beautiful Britannia build in 2014. Firstknight certainly knows how to surprise, and I look forward to wandering around his expansion to Moonglow at some point. Hopefully the place doesn’t crash quite as much as in vanilla Ultima 9.

8 Responses

  1. Sanctimonia says:

    Nice work. Something I was wondering however is if the engine supports lighting other than ambient, such as directional (sun/moons) or positional (torches) lighting. Something I re-learned recently was that the trick to making nice-looking graphics is good lighting.

  2. iceblade says:

    It does, but the functionality to add it is limited at the moment.

    • Sanctimonia says:

      Awesome, that is good news. Hopefully once that’s reverse-engineered (if that’s the issue) it can be taken advantage of. BB looks good, but proper lighting would make it off the chart.

      • iceblade says:

        Actually our editor just lacks the functionality for easy addition of lighting objects.

      • Sanctimonia says:

        Well make it so! 🙂

      • Sanctimonia says:

        Just wanted to add to that:

        Can you set the value of the ambient lighting? If so, you could add a single light source for the sun, move it in a circle about the render scene and dampen the ambient light between 50% (at noon) and 12% (at midnight). That’s sorta what I’m doing with my project.

      • iceblade says:

        Not feasible actually. But the game already has a decent variation in lighting depending on time of day and weather conditions… even goes pitch black at night during a rainstorm. I remember it distinctly from my first visit to New Magincia back in the day. Even with the light spell I could see much of anything beyond a few meters, so I had no idea where I was or where to go. Really neat to think about in hindsight.