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GAF Indie Game Development Thread 2: High Res Work for Low Res Pay

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Pehesse

Member
Ah I see, I wasn't sure whether it was this, or that you were performing some trickery to emulate the effects. Cool stuff though, the progress has been fun to see!

Just a quick update to the earlier animation work. Dialed back the stretchyness of the fall a tad (gravity should cause less effect than the initial leap) and polished up an annoying arm "snap" caused by a dodgy tween!

giphy.gif

I think those tweaks work much better! The previous felt a bit too stretchy, I wasn't sure how to comment on it, but I like it a lot more now and I feel it's closer to "tex avery in 3d", congrats!
 

JulianImp

Member
Just a quick update to the earlier animation work.
giphy.gif

Looks much better! I think the initial leg stretch when the jump starts would work better if it started earlier or tweened slightly faster since it looks like it kind of lags a bit behind the actual jump, but maybe that's just me.
 

oxrock

Gravity is a myth, the Earth SUCKS!
Well I made a video walk-through of my game in it's current state for my DevLog and SURPRISE! No traction still. Starting to see why so many of them die so early on in a game's development. So here it is for GAF's viewing pleasure. It of course has nothing at all to do with the fact that I have no experience making videos for youtube! (because someone would have to watch it for that to matter, right?)

Quests Unlimited Video Log
 

JulianImp

Member
I'm wondering if it'd make any sense for me to start streaming as I work on stuff... would anyone actually care about watching someone prototyping stuff in Unity every now and then?
 

oxrock

Gravity is a myth, the Earth SUCKS!
I'm wondering if it'd make any sense for me to start streaming as I work on stuff... would anyone actually care about watching someone prototyping stuff in Unity every now and then?

People watch people game dev'ing. Hell, even I do sometimes. Sometimes I feel like I should be working but I'm just too tired to actually function properly, so I'll throw on a stream and watch someone else working and what they're up to. Maybe I can even learn something. If it's a smaller stream sometimes I end up helping out the host with problems they're running into.
 

missile

Member
Ah I see, I wasn't sure whether it was this, or that you were performing some trickery to emulate the effects. Cool stuff though, the progress has been fun to see! ...
No emulation, indeed, at least not for now, for it's a lot easier to make a
correct formula fast than making a fast one correct. With low resolution I
don't necessarily mean the screen resolution being low, but the definition of
the effect itself being lower on a highres screen yet still gets perceived as
a, well, highres one due to some special integration techniques I've develop
over time. The pixelizing effects I did are cool on their own, but their
striking advantage is that they will speed up rendering on highres screens
considerably. I haven't shown any highres images of the pixelized glossy
reflection, yet, but on a highres screen it produces similar results to proper
multi-sampled scenes (taking ages to compute) whereas my pixelized variant
computes in fractions of a second. My ultimate goal now is to transfer all of
this (pixelized surface-to-surface interaction) to 3d volumes to get similar
cool pixelized volume effects and as such a method to compute volumetric
quantities/effects much faster. If that's all going to work I can better mix /
abuse this stuff for my game the way I envision it.

Edit:
Btw; My better half likes your game! :)
 

JulianImp

Member
People watch people game dev'ing. Hell, even I do sometimes. Sometimes I feel like I should be working but I'm just too tired to actually function properly, so I'll throw on a stream and watch someone else working and what they're up to. Maybe I can even learn something. If it's a smaller stream sometimes I end up helping out the host with problems they're running into.

I ended up installing OBS on both my desktop and laptop, but I've just realized that there's an annoying bottleneck with each of them: The laptop's integrated GPU taxes the processor way too much while streaming, while the desktop does fine running everything at once, but has to access the Internet through a repeater so the connection tends to crap out a lot more often...

Might look into getting a long enough network cable to at least get my desktop a wired connection to the repeater, but I don't know how that's going to work out in the end, either.
 
So i'm playing with getting the AI working okish before I try to figure out placement for the player (ie are you first, third etc) and I think I made it a bit too aggressive XD



AI straight took me out lol
I've never considered how AI racers / drivers work, could you break down what's involved?

How would you do something like crash / skid recovery? Do the AI cars have the same physics as the player so it's possible for them to make mistakes / spin out?

Edit: so excuse the anime, but this is a cool thing for anyone using Unreal - https://twitter.com/VirtualNovel/status/866110128239595520 - UE4.16 now has all its cloth physics stuff built in, no need to use PhysX / APEX tools in external applications. It's buggy right now, and I think may still be tagged as experimental even after the official 4.16 update is out, but this is great news for streamlining dynamics workflow.
 

_Rob_

Member
No emulation, indeed, at least not for now, for it's a lot easier to make a
correct formula fast than making a fast one correct. With low resolution I
don't necessarily mean the screen resolution being low, but the definition of
the effect itself being lower on a highres screen yet still gets perceived as
a, well, highres one due to some special integration techniques I've develop
over time. The pixelizing effects I did are cool on their own, but their
striking advantage is that they will speed up rendering on highres screens
considerably. I haven't shown any highres images of the pixelized glossy
reflection, yet, but on a highres screen it produces similar results to proper
multi-sampled scenes (taking ages to compute) whereas my pixelized variant
computes in fractions of a second. My ultimate goal now is to transfer all of
this (pixelized surface-to-surface interaction) to 3d volumes to get similar
cool pixelized volume effects and as such a method to compute volumetric
quantities/effects much faster. If that's all going to work I can better mix /
abuse this stuff for my game the way I envision it.

Edit:
Btw; My better halve likes your game! :)

Oh wow, that sounds like a pretty unique approach. If nothing else the graphical approach will help your game stand out! I'll be keeping myself tuned to your progress!

Your better half seems like a very intelligent and discerning individual. :p

I think those tweaks work much better! The previous felt a bit too stretchy, I wasn't sure how to comment on it, but I like it a lot more now and I feel it's closer to "tex avery in 3d", congrats!

Excellent, this means a lot, especially coming from yourself!

Looks much better! I think the initial leg stretch when the jump starts would work better if it started earlier or tweened slightly faster since it looks like it kind of lags a bit behind the actual jump, but maybe that's just me.

That's fair, I think it may be caused but a few frames of the "heavy land" animation playing after the jump force has been applied, I'll have to sort that ASAP!
 

missile

Member
Oh wow, that sounds like a pretty unique approach. If nothing else the graphical approach will help your game stand out! I'll be keeping myself tuned to your progress! ...
Well yeah could be quite unique, for, I've never seen for example a pixelized
DOF like I've computed it without using any blending nor multi-sampling. And
I've also not experienced or have read about rendering techniques based on eye
integration to lower the computational cost of expensive rendering effects in
video games. Anyhow. In general, I think rendering with respect to the eye
allows you to cut off many expensive calculations much earlier. For example,
to further improve my renderings without spending too much resources it's my
idea to take color/brightness perception into account. For example, why
iterate on a diffuse reflective color any further if your eye can't separate
the shades any longer? Stated otherwise, you iterate longer where it's really
needed (within the dark regions/shades for example).

Stuff like that. Whether new or not, it's just pleasing to work on something
like that. And I personally like the results esp. the pixelized ones myself.

... Your better half seems like a very intelligent and discerning individual. :p
Ohh, she really is!
Too much at times! xD
 

missile

Member
SDFs seem to be a hot topic for AAA studios and some of their games. Anyone
tried some SDFs for indie games or did some experiments with? What's the
verdict, if any?

Well, I tried some first stuff here. I thought, if I already integrate through
the volume to compute the scattering, why not evaluate some SDFs in parsing?
For simplicity I did a SDF cuboid and subtract from it an SDF sphere. Then,
whenever the volume ray is inside the resulting object the density is set at
a constant level leading to a volume shaded SDF object.

Here's some simple rough stuff of mine;

IfahxPR.gif


Don't know, but could be cool for modelling some cool shapes whatever.
What you think?
 

Blizzard

Banned
SDFs seem to be a hot topic for AAA studios and some of their games. Anyone
tried some SDFs for indie games or did some experiments with? What's the
verdict, if any?
What's an SDF? Google is turning up a variety of things which may or may not be related.
 
I've never considered how AI racers / drivers work, could you break down what's involved?

How would you do something like crash / skid recovery? Do the AI cars have the same physics as the player so it's possible for them to make mistakes / spin out?

Edit: so excuse the anime, but this is a cool thing for anyone using Unreal - https://twitter.com/VirtualNovel/status/866110128239595520 - UE4.16 now has all its cloth physics stuff built in, no need to use PhysX / APEX tools in external applications. It's buggy right now, and I think may still be tagged as experimental even after the official 4.16 update is out, but this is great news for streamlining dynamics workflow.

Oh wow that is an amazing update, I hope it's stable enough to use in a live game!

As for AI mine is weird compared to how I imagine usual racing since they have to follow a complicated track that can go upside down etc:

To that end they have a reference to a spline component which is set in viewport per racer (so they can have different racing lines) and basically the AI calculates the direction to the spline (with a little variation) and what controls would need to be pressed if it were a player. It then pushes that info to a controller that is almost an exact copy of the player and gives it throttle, turning, suspension, gravity adjustments etc.

They also ray trace for the spline (you can see this in the gif, the line and sphere in front) this allows them to judge gravity and friction adjustments in advance to avoid issues on loops, twists, or jumps.

It works well enough so far, the only bad part is having to place a bunch of different splines along the track for each racer but it's not too bad for the effect it gives. I also have them randomly selecting a max speed and acceleration from a range so that each racer is different each race.
 
Would it be crazy to release a 2d action/platforming game on Steam that requires a controller? I just can't imagine anyone playing something like that with keyboard keys...
 

_Rob_

Member
What's an SDF? Google is turning up a variety of things which may or may not be related.

Seconded!

Would it be crazy to release a 2d action/platforming game on Steam that requires a controller? I just can't imagine anyone playing something like that with keyboard keys...

Is there any real reason for the limitation? You could strongly recommend a controller, but why limit your audience?
 
Every time I lurk this thread and see the talent on display I'm hit with humbling feelings of inadequacy. :D

Still, I really need to record a video of my game and post here for feedback. Can't think of a better place in the world to get solid, knowledgeable advice. :)
 

LordRaptor

Member
Would it be crazy to release a 2d action/platforming game on Steam that requires a controller? I just can't imagine anyone playing something like that with keyboard keys...

Some of the top ranked Super Meat Boy players on PC did so with keyboard only - I'm not sure it would be a good idea to limit potential customers to only those owning an optional input device over those owning the device every PC is effectively guaranteed to own.
 
Would it be crazy to release a 2d action/platforming game on Steam that requires a controller? I just can't imagine anyone playing something like that with keyboard keys...

You'd be surprised. One of the speedrunners on Rex uses a keyboard, and they also did Super Meat Boy speedruns and 100% clears on the keyboard.

But as for platformers on Steam, most if not all do support gamepads as a matter of course, but I've yet to see one that requires a gamepad.
 

Blizzard

Banned
You'd be surprised. One of the speedrunners on Rex uses a keyboard, and they also did Super Meat Boy speedruns and 100% clears on the keyboard.

But as for platformers on Steam, most if not all do support gamepads as a matter of course, but I've yet to see one that requires a gamepad.
I beat Guacamelee on hard mode with remapped keyboard controls, to add another data point. Combo chicken was doable.
 

missile

Member
Here the pulsating sphere subtract the density from the cube;

kCh55PE.gif


I'm wondering what sort of levels/maps or gameplay objects could be created
that way. Would be interesting to see some indie games using SDFs for gameplay.
 
Hello, GAF.

Im a multimedia design student who recently started to get curious about game development and programming. I'm currently in the midst of a casual games course where we use javascript to code game logic in the createjs framework.

I've gained some newfound respect for the necessary work behind coding a platformer from the ground up.

I intend to develope a sidescrolling wild west game with NES inspired aesthetic for my final project. I've made a few assets for it, since we get a two week period to code the final examsproject:

EQSHVAV.gif
bTmlD7n.gif
Qf73nBS.gif
G6t7qI9.gif
9j9jDAF.gif
RUvPP2l.gif
QQQ73sN.gif


I know its not impressive, but I'm just looking to get more experience with programming in general.
 

fresquito

Member
Hello, GAF.

Im a multimedia design student who recently started to get curious about game development and programming. I'm currently in the midst of a casual games course where we use javascript to code game logic in the createjs framework.

I've gained some newfound respect for the necessary work behind coding a platformer from the ground up.

I intend to develope a sidescrolling wild west game with NES inspired aesthetic for my final project. I've made a few assets for it, since we get a two week period to code the final examsproject:

EQSHVAV.gif
bTmlD7n.gif
Qf73nBS.gif
G6t7qI9.gif
9j9jDAF.gif
RUvPP2l.gif
QQQ73sN.gif


I know its not impressive, but I'm just looking to get more experience with programming in general.
I'm willing to bet you were not around in the NES days xD
 
I'm willing to bet you were not around in the NES days xD

Actually, I was. Still have my good old NES sitting on a closet.

The sprites I got might not reflect that. Recapturing the NES feel may need some additional work.

I'm already going to have to create a JSON file with individual levels, which'll hold individual arrays of mapped grid blocks per level, that'll go through a 'for' loop.

Considering my intention is to create some lengthy levels, its going to take a while.
 
I dunno, if you adjusted them to use the NES palette (they might already be on pallete, for all I know), and changed only a few of their sizes, I think they could easily pass as NES sprites. They might not look like the "NES style" that people remember, but that's more to do with artistic style, and less about what people remember the most from it's library.

People really did managed to do some surprisingly good stuff with the NES. Prince of Persia managed to get a lot of that smooth rotoscoped animation in, Little Samson had stupidly detailed backgrounds, Batman:Return of the Joker had those giant sprites, almost looked like a Genesis game, P.O.W did phenomenal work using the limited colors...


The NES was such a great example of how cunning tricks (transparency to "fake" a 4th sprite color) and good art direction could make the visuals sing. The trick is to not forget that art style is not the same as the zeitgest style of a console's perceived library.
 
I got a sort of checkpoint based position system "working" but it breaks after a few checkpoints are passed :/

Gunna take a break for today and try tomorrow but it's one of those bugs where it makes no goddamn sense
 

fresquito

Member
Actually, I was. Still have my good old NES sitting on a closet.

The sprites I got might not reflect that. Recapturing the NES feel may need some additional work.

I'm already going to have to create a JSON file with individual levels, which'll hold individual arrays of mapped grid blocks per level, that'll go through a 'for' loop.

Considering my intention is to create some lengthy levels, its going to take a while.
I did not mean it in a bad way. I wish I could have those sprite colors in my NES games back then xD
 

xix

Neo Member
@Kamaki, I like your game's art style. My game has a 2D sprite/ 3D voxel look, too. I use an ortho camera to give the impression that it's all 2D, but I think people can see past that pretty quickly.

Anyways, I hope you guys are cool with me showing off my game here. I got accepted to show my game off at a fighting game tournament called Combo Breaker. It's in St. Charles IL this upcoming weekend. I'm kind of nervous because FGC folks are notoriously picky about mechanics, and I want to make sure my game passes the test. If ya'll have any questions about particulars I'd love to field them. I know I'm going to need it when people stroll by at CB.



The game is called The Moon Fields. It is a single player and versus (player?) game with action RPG mechanics. At CB I'm showing off the multiplayer mode that features a 6 player free for all (and if I have time it'll also have a 3v3 mode). You can click the GIF above to see a Youtube video of the build from about a month ago.

In the game you pick one of eight characters that are, aside from their goofy sprite, differentiated about four different stats: Health, Speed, Magic, and Item Capacity. Each character has a default setup that equips them with a loadout of items so you can just blast through the character select and go. But If you want to fine tune your character you can adjust the items they equip. Depending on your character's Item Capacity you can equip up to five items from a set of 27 (I want 99, but I think the final game will have ~50). Some characters have low stats in general but high IC. That lets them have a lot of things to do and use to trick their opponents. One of my favorite things is pairing up certain items for natural combos e.g. having a Fire Axe lets you ignite the Black Goo drops (see 3rd GIF below).

e8de1Us.gif
LkBLqnD.gif
EyIHria.gif


Outside of fast action, customizability, and weird looking graphics, here are some other features I hope people get from the game:

1) (Hopefully) Simple yet diverse ways to use items (inspired by Smash Bros!). In the Character Select screen you attach Items to Buttons. Pressing an Item's Button while the Left Stick is in Neutral or Tilt or if the player character is in the Air yields different results. This lets each item have up to three different uses. Usually these things are relatively related as the above leftmost GIF shows the Knights' Sword doing three different sword swings. Sometimes they get real weird like with a magic book.

2) Real hitboxes. Most items swing in clockwise, counterclockwise, or vertical swings. Or they stab. Or they shoot. A lot of my time is spent trying to make these both interesting and readable from a 60* perspective.

3) A game about precision. The game is controlled with an analog stick and six buttons. If I could make an arcade stick with an analog joystick for this, I would. I really like how aiming isn't lock-on and shoot but pointing your analog stick correctly. And when you aim correctly nailing that shot feels really good. Everything revolves around your ability to aim or not aim correctly. Different loadouts help with this - swinging weapons are easier to score hits than stabbing weapons. Some weapons have "Quickturn" abilities while others make you wait for your character to turn yourself. You have to aim to block. Some shields are good at blocking up close while others are better at blocking from far away.

Alright, I guess I'll close out with a handful of other GIFs that I think make my game look a little different than other games:

XxfpymF.gif
YxwFQDy.gif
jGdR7ym.gif


Anyways, thanks for reading. If ya'll are at Combo Breaker please come by and say hi. I'm scraping together 12 controllers for two full setups. Last time I did a 6p setup it was super fun. Cheers
 
Well, after further considerations from criticism I've received from a variety of sources, I've gone forward with a UI overhaul.

All inventory slots for weapons, items, and magic have been condensed into a single "Inventory" menu instead of the individual tabs from before, and the barren "Status" menu has been purged.


(Item slots will only display when the player has at least one of the item that goes in it - Going to extend this to Weapons and Runes as well in a little bit, along with other changes for consistency.)

Also, new HUD redesigned from scratch (Old, cluttered one for reference) that is significantly less cluttered, minimizes the amount of text used, and shows the currently equipped W/I/R's in order of what mouse button is assigned to use them from top to bottom (Left, Middle, and Right). Might add mouse-button icons to them in the future if I feel it is necessary.

f003d2aa07.png

No bonus points for guessing the inspiration.

Any further criticisms others here might have to add so I can further refine this UI design? (Art is all placeholder, so don't mind that)
 

DemonNite

Member
Well, after further considerations from criticism I've received from a variety of sources, I've gone forward with a UI overhaul.

All inventory slots for weapons, items, and magic have been condensed into a single "Inventory" menu instead of the individual tabs from before, and the barren "Status" menu has been purged.



(Item slots will only display when the player has at least one of the item that goes in it - Going to extend this to Weapons and Runes as well in a little bit, along with other changes for consistency.)

Also, new HUD redesigned from scratch (Old, cluttered one for reference) that is significantly less cluttered, minimizes the amount of text used, and shows the currently equipped W/I/R's in order of what mouse button is assigned to use them from top to bottom (Left, Middle, and Right). Might add mouse-button icons to them in the future if I feel it is necessary.



Any further criticisms others here might have to add so I can further refine this UI design? (Art is all placeholder, so don't mind that)

I'm finding it really hard to understand this UI


I *think* I can see whats going on after several minutes staring at it but on that note, it probably needs more revising.

So you have a horizontal menu for Weapons, follow by a vertical menu for Items(?), ending with another horizontal menu for Runes. Correct? I bring this up because consistency is preferred here

Also, the Main Menu (?) in the bottom left made it more confusing to understand the navigation and probably didn't help being the same colour. I only just noticed the button shapes being different but it probably needs more than that to differentiate the two button styles e.g. different shade of blue etc...

Lastly, what are your options for expandability in each Inventory section if you have more weapons, items or runes? are you paging it, scrolling it? stacking it and so on?
 
Oh wow that is an amazing update, I hope it's stable enough to use in a live game!

As for AI mine is weird compared to how I imagine usual racing since they have to follow a complicated track that can go upside down etc:

To that end they have a reference to a spline component which is set in viewport per racer (so they can have different racing lines) and basically the AI calculates the direction to the spline (with a little variation) and what controls would need to be pressed if it were a player. It then pushes that info to a controller that is almost an exact copy of the player and gives it throttle, turning, suspension, gravity adjustments etc.

They also ray trace for the spline (you can see this in the gif, the line and sphere in front) this allows them to judge gravity and friction adjustments in advance to avoid issues on loops, twists, or jumps.

It works well enough so far, the only bad part is having to place a bunch of different splines along the track for each racer but it's not too bad for the effect it gives. I also have them randomly selecting a max speed and acceleration from a range so that each racer is different each race.
Man, this sounds like it would be a ton of fun to develop. It looks like the tracks were created with a spline system, wouldn't it be possible for the AI to use that existing data somehow?
 
Ah I see, I wasn't sure whether it was this, or that you were performing some trickery to emulate the effects. Cool stuff though, the progress has been fun to see!

Just a quick update to the earlier animation work. Dialed back the stretchyness of the fall a tad (gravity should cause less effect than the initial leap) and polished up an annoying arm "snap" caused by a dodgy tween!

giphy.gif

I really really like where this is going. I watched the GIF over and over. Keep up the great work!!!!
 
I'm finding it really hard to understand this UI



I *think* I can see whats going on after several minutes staring at it but on that note, it probably needs more revising.

So you have a horizontal menu for Weapons, follow by a vertical menu for Items(?), ending with another horizontal menu for Runes. Correct? I bring this up because consistency is preferred here

Also, the Main Menu (?) in the bottom left made it more confusing to understand the navigation and probably didn't help being the same colour. I only just noticed the button shapes being different but it probably needs more than that to differentiate the two button styles e.g. different shade of blue etc...

Lastly, what are your options for expandability in each Inventory section if you have more weapons, items or runes? are you paging it, scrolling it? stacking it and so on?

1. The items section is only vertical in groups of three as a method of sorting (For example, that first pillar will be set for recovery items when I get around to it) - As the player acquires more items it fills out horizontally until the player has at least one of all 30 items. Likewise, I will be changing the Weapons and Runes tabs to hide the buttons for unacquired ones to maintain consistency. That said, now that you mention it I will probably change the Sorting of the Items tab to be Horizontal instead of vertical.

Also consistency wise, I might be switching Weapons and Runes to icons like the items instead of text. Though I'm hesitant due to the negative-space using icons instead would create that might communicate a false impression of there being more weapons and Runes to find after the player finds all five of each.

2. Yeah, that's one of the first things that'll be fixed once I get work on proper UI assets done. Might actually get rid of those last few buttons there and just put a red X/exit button down there once I can come up with a good hotkey to assign the Radio menu to, or come up with Radio/Inventory icons to match.

3. No need for expandability in here. The design document I drafted originally calls for exactly 5 weapons, 5 Runes, and 30 items, which that menu can all fit perfectly on one screen when filled out. I largely don't intend to deviate from that unless absolutely necessary. Also because I might have a heart-attack if I have to add any more inventory variables to save into my Save/Load code.

But thanks, there's definitely a few more bulletpoints here for me to work on.
 

Temathael

Member
Hi DevGAF! I've been lurking around, but now have something to show.

giphy.gif


The eccentric puzzle game I've been working with my team of friends for the past year was finally released on Steam:)
Link

Grab the Bottle is basically a game where the player controls an infinitely stretching arm. Goal of every level is to get to the bottle, which requires grabbing and pulling different objects, while also avoiding hitting anything. Bit like a mixture of physics puzzles, operation and Snake.

It is our first real PC game outside of Game Jam projects and we learned so much during the year, especially about importance of scope management.
 

LordRaptor

Member
Any further criticisms others here might have to add so I can further refine this UI design? (Art is all placeholder, so don't mind that)

Easier to show rather than tell with UI stuff, hope you dont mind:

  • made 'active' selection slightly larger and lighter to show its active
  • moved to a 'filing cabinet' style structure, as its easy to parse
  • added some transparent background elements just to tie groups together
  • made your help text a 'hover' at cursor to make clear what it is referring to
  • changed your items layout and added a crappy mouse diagram to make cleaer what that relationship is
 
Man, this sounds like it would be a ton of fun to develop. It looks like the tracks were created with a spline system, wouldn't it be possible for the AI to use that existing data somehow?

Oh for sure, I can set the track spline itself to be the spline they follow but then all the AI just stick to the middle of the track :D
 

DemonNite

Member
Finally got over my minor brain freeze and decided to work on some ghosts :D

Good ghosts roam the levels and will be used for story telling e.g. System Shock 2. I also like the idea of using them for giving the player hints like showing where they hid a key before they perished etc...
ConcreteSolidBlowfish.gif


When there is Good, there is Evil. This one is called The Darkness and it LOVES... you guessed it, the dark. If you stay in the shadows too long you are inviting it to your world.
SoulfulWeepyAlaskanmalamute.gif


FrightenedPalatableHuemul.gif


I'm really happy with the look of this one and with the sound :D

https://www.youtube.com/watch?v=QzIXpsR2Uwk
 
Another work in progress dungeon, this time going for a night time, mountain top. Surrounding fog is pretty thick but that's mainly because we really don't have a way to show off things really far away. Pretty happy how it has turned out so far though.

 

missile

Member
...

FrightenedPalatableHuemul.gif


I'm really happy with the look of this one and with the sound :D

https://www.youtube.com/watch?v=QzIXpsR2Uwk
SC24.gif
Really cool with the fog and stuff!


Another work in progress dungeon, this time going for a night time, mountain top. Surrounding fog is pretty thick but that's mainly because we really don't have a way to show off things really far away. Pretty happy how it has turned out so far though.
Looks like a debug output to me. ;)
What do I see there anyway, mountaintops?
 

Minamu

Member
Do any of you guys know anything about creating speed videos of 3D modelling and/or level design? I'm thinking of recording some Unity/Unreal/Creation Kit work of mine, but I have no idea what kind of PC and software I need? Should I have a set plan before starting? Maybe not record something "live", but a recreation of some previous project of mine where mistakes will be much fewer? How do you do it? :D
 
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