https://youtu.be/mdCZePVvFRk* Integrated two new satyrs. * added combat movement (crawl, duck, dive) to help in dealing with enemy archers. I couldn't find any reference for the dive animation so just made it up from memory of army times. It's fine for now, makes the gameplay work how I want. Naturally, most of these…
The main problem I want to get around is that there is too much work for a solo developer. How can I make smaller games? (…I'd assumed was rhetorical?!) However TBH, I think it's all relative. Basically in my opnion probably determined by ones character traits/workethic i.e. what might be a personally reasonable investment…
Okay I haven't reached next milestone but learned quite a bit in last week. Initially I was turned off by Unreals viewport tools so decided to do level blockout in maya instead. It is definitely feels a lot faster because you have many QOL things like isolate select, invert selections, full suite of modeling tools,…
I've got two variants of the satyr blocked in. Keep in mind this is preproduction type of work - in addition to exploring basic theme and style for art, I am also developing the overall assembly line. I decided to add an additional satyr variant. I had a skirmisher and a charger, but I decided to add an archer as well.…
Okay, this post will talk about next big iteration for the level design. The previous design was probably fine, however I have plenty of time before my first deadline and I think there are some major improvements that can be made both artistically and for gameplay. Level blockout update In previous post I mentioned that I…
Too much distractions in house to be able to focus on grinding out the last couple characters and animations, so did some easier work setting up a proper stylized shading system. Previously I had used some post process materials which basically act globally, and then if you want target specific things it's a pain in the…
Here is a big workflow decision that is going to take some testing to figure out. There are two main ways I can import level geometry meshes into the project. I can export an entire building from Maya and then Unreal will consider that a single static mesh. It may share materials with other buildings, but if BuildingA and…
Project review: Getting close to six month review. I make a full review after completing my next milestone but a few short notes might be worth sharing here. In previous six months I have:* completed prototype, which tested out a few combat mechanics and discarded many ideas to focus on a focused ranged-only design *…
https://www.youtube.com/watch?v=Lpx770Nnh58 Okay, here is mostly complete blockout of the level. Some portions are still pretty sparse, but I am content with each engagement, general difficulty and pacing, and overall flow of the level. The last section (the wooded path from agora to acropolis) is no combat and I might…
Tested out maya live link with unreal and it's pretty good to be able to preview animations in real time. But feedback is a bit choppy so its really only good for blocking in. Little details don't read at all. Not sure if it really speeds things up or not, but definitely nice to get some immediate feedback. Character…