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Hey thank y’all for the support either you are here for the 3D art or the gamedev, I don’t really have anything to say rather than I just post stuff more often in my twitter, because I’m saving Tumblr for longer posts that might come once things are more stable in my current game.
Anyway see ya.
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Hey there bois and gals. Just wanted to introduce you all to Rygg, the last character I’ve been making for 👉 StarsDie, Yorke’s game 👈 which you can also follow 👉 HERE. 👈
It may look like a convoluted way of approaching a 1k tri character with only one 256 texture BUT HEY, you have to work with what you know it works.
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Hi there, this is what I’ve been working on in terms of art assets. This new environment is far from being finished but I can call “done” the basic part of it now that it’s filled with a bunch of assets.
Also I made a really neat shader to enrich the floor texture without using vertex paint, here is how it works.
Here is a tweet where I explain it a bit more: https://twitter.com/Wabbaboy/status/1030039598548828160
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Coming #soon
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A creeping sense of guilt for not posting anything in a while made me realize that, for a dialogue-based game like Stars Die is, I haven’t actually shown any ingame dialogues yet. Brilliant.
This short video is the very beginning of the game, that replaces the typical main menu. All the options are available through contextual objects. Sleeping on the bed will quit the game, interacting with the mirror will let you set a custom name for your character or change game settings and the boat’s wheel will start the game. This way, the game teaches you the very simple mechanics right from the start while also serving as a brief introduction before the main game begins.
As you can see, the dialogue system is pretty standard, similar to that found in CRPGs, particularly Planescape: Torment, which was the main reference for this. I experimented with some less conventional dialogue mechanics, but I couldn’t really design anything that felt right for this game. It already has a certain old-school feel to it overall that I can use as an excuse for the lack of experimentation, so it doesn’t bother me too much (it does literally keep me awake at night though).
This is just one example of a conversation the player character, Dybowski, is having with one of the main characters, Dr. Miyazawa, also modelled by @wabbaboy, with the character art made by my good friend Javier Benítez, like all the others. The room right now looks too empty and bland, but it’s still very much wip. The image below is a slightly closer to how the interiors will look in terms of density.
Nothing amazing but fucked lighting aside, it looks kind of cozy.
The rest of the game is relatively close to completion, around 70% according to my omniscient progress excel, with the only exception of music, which I’ve been trying to compose and produce myself as part of the challenge and learning process, but so far it’s been an utter disaster. Hopefully I’ll get there eventually. Or maybe I’ll just rip off Ulver.
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So lately I’ve been coding a bunch of stuff mainly related to AI, the big guy with the drill was quite easy although is not completed but the little guy that flies around was a pain in the ass to make it able to fly on its own without using the navigation mesh, might make a post about it later.
I’m currently designing the first proper level of my game which is a cave with some weird minerals that will play an important role in the design of the level and I just wanted to talk about the basics of it.
The main idea is that the AI is acting in a loop, mining and delivering the goods and the player has to explore the area and figure how to get out of there and progress but for that you need an understanding of the level and AI routine and either fight them or get out by other means. If you decide to fight though, you don’t have weapons so you’ll have to manage to make the robots run out of energy, break them or push them to a place where they’ll get stuck.
I’m not making a game with a hard set of rules and a limited amount of actions so I’m gonna left things up to the player whenever possible.
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sketchfab
Tinman v0.1
Working slowly and at bursts on my game, Spellbreak (provisional title) and for the enemy design I’m building an elemental wheel which I might explore in another post. Thing is, my game will have robots. Sloppily made, about to break apart at any moment kind of robots.
These guys will be introduced in a cave area and they will be mining some resources and on detection they will attack you, but you still won’t have ways of inflicting damage directly so you’ll have to use some unconventional means to beat them, scrap them or make them run out of power.
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sketchfab
Second character for Stars Die, I would hug him if he was my grandpa.
878 Tris one 256x256 texture
Made following concept art from Javier Benítez.
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sketchfab
A while ago I posted some alien plants that I was doing for a project called Stars Die, check it out. Now I’m also working on its characters, this is the first one and I hope I can show you more as they get done and approved for the project 👌. Aiming for a PSX aesthetic.
848 Triangles one 256x256 texture
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EEEEEY BOIS AND GALS I made a bunch of people for other project I was only involved as artist and I just wanted to share them.
These are 29 characters made aimed to match PS2-like graphics, maybe a little bit higher resolution than that. They are at most 1500 tris with a 512 resolution texture but in most cases they have less tricount than that and have their head in other texture at 256 resolution. The first screenshots I’m showing are from substance painter which is why they don’t look very low-res but in-engine they look like the cultist guy in the third picture.
Anyway that’s it for now I might upload some to sketchfab to show it better but for the time being this will be all.
see ya.
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youtube
CLEARED FOR TAKE OFF
Project Wingman Kickstarter is LIVE!
Thanks for all your support everyone! I hope the game gets to where it needs to be with all your support!
Don’t forget to try out the new demo full change log coming soon. And be sure to leave a feedback and/or bugs you encountered during your playthrough. I’ll work on fixing them ASAP.
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I’ll be showing off something I’ve been working on on the side as a commission work real soon.
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How to gamedev: Locked Doors
Me, a bad dev:
Arkane in Arx Fatalis (2002) a good dev:
Bethesda, present day:
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A clip of me fooling around in my game.
I’m adding clay pots full of gunpowder because the next level is going to get lit as fuck.
One of the goals I have in mind is to make a heavy systemic game with all these things interacting together. And no, don’t mention Breath of the Wild, I KNOW THAT GAME EXISTS OK?? But I’m borrowing design patterns from other first person games such as System Shock and Dark Messiah.
Also I might call the game Spellbreak? Either that or I’m stealing the name from an Opeth’s song name.
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