I think it's fascinating what you're attempting here in this thread. What would be usually done by large teams of individuals of different disciplines; you're doing solo is just crazy to me. So while I'm not qualified to make any kind of declaration about what is good game design, I can share some personal opinions from a…
Okay so a lot of things done. I made schedule for 70 hours per character but I have finished the last three in about 12 hours or less. This is first draft of characters and not including animations, but nonetheless it seems like this art style is certainly a lot faster. A lot less technical things to think about so more…
Ah yes, good if such a project aligns with ones interests. Forgot you also wrote that you're interested in animations. Based on my own (small) experiments, I just worry when much weight is on visual/non-gameplay features - will the whole thing die if they can't be realised within budget? But I suppose that's also game…
A couple more characters. I think I figured out a few little tricks to make this style look a bit better. The furthest right character, the Nubian, was created a couple days ago. Then I did the two satyr characters, and I think they do look a bit more refined. There is a few subtle changes: 1. I added thin borders of color…
shader looks kinda jank, maybe take a look at Genshin or Honkai Impact. I think it looked better without the shader, and decimated zbrush models are terrible for actual in-game assets. Art is always never simple, because it doesn't matter if you're doing pixel art or PBR - there are methods of increasing the fidelity of…
As usual have a ton of things I wish to improve but going to stamp the good enough stamp on her outfit and textures for the current phase of the project. Next I update the bows geo and textures and then dig into rehashing animations. One major problem with animations in last iteration was that I did the bow draw, hold,…
Short update just since it has been awhile: I moved most of the major classes in the game to c++ so that it is easier to refactor into the future. I still prefer blueprints for speed but if you want to do something like move a bunch of delegates to a separate class it is a big problem to do that in blueprint. It took a…
More blockout on the minoa level want to make a few notes about how I plan to tackle this, because making a big level - it's kind of difficult to figure out where to start, and do the work in a way that gives me flexibility in the future as much as possible, but is still quick and productive this is my first major foray…
To be honest @Fabi_G , I haven't really given that a proper consideration. The inspiration for the game started probably waaay back when I first played Morrowind. I always played archer builds (same in subsequent elder scrolls games) but I wasn't completely happy with how it worked in those games. Later there was Demon…
Few notes on harpy progress: https://youtu.be/0aH5A_DNM7c Last time I fought harpies in a game I think was dragons dogma, whenever that came out, like 2010 or something. I was very excited about them - dunno why just seemed like a super cool enemy to fight. Unfortunately they were just a fodder enemy in that game and not…