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#i gotta roll out at least 1-2 updates before the winter semester starts thats the plan
whmp · 9 months
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I just wanted to say that your video game looks really cool! I'm a (fairly beginner) game developer and overall it just looks really great. I love the graphics and style. I do not consider myself a sadistic person and I can confidently say I have never had any urge to hurt somebody, but I'm still super hyped to play your game.
Anyways, I guess I'm just curious on how you're making it/ any details of the process so far you'd like to share.
hehe thank you so much anon!!! don't worry, the "have you ever wanted to keep someone in your basement" was (mostly) a joke, being a sadist is by no means a prerequisite. : ) the process itself is a bit chaotic - such is life of a solo developer. i'm spread a bit thin between animation, modelling and programming so when making the game i'm trying my best to stick to my strengths: for example, when you look at characters and items, most of them have only very basic textures, but they do have a neat little shader on top which makes them look cel shaded. there's also a hefty dose of VHSesque post processing on top of everything! i left for a bit of a vacation recently, hence the lack of updates, but i YEARN to go back to work. on top of the to-do list is to finish up the time-simulation system. originally i wanted the game to be in real-time like animal crossing or something, but i've since shifted focus to a different approach with a simulated time, kind of like in stardew valley or minecraft or pretty much any game with a day/night cycle. the two tasks i dread the most are going to be fixing whumpees hair and his skeleton. god. take a look at how this smug fucker's hair look like:
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if you know anything 3d you're probably getting a headache just from looking at this terrifying thing. stop. stop looking at it now, please, avert your gaze and don't make fun of my topology skills. if you don't - on the left there's a wire frame of polygons that when painted gives us the poor little meow meow on the right. as you can see, his hair is SUPER DENSE when it comes to polygon distribution. basically, a good 95% of whumpee's geometry is concentrated in his hair. i have since changed it (it's an old screenshot) but his hair still is a bit too dense for my liking - this is the sort of thing that WILL cause performance issues further down the line. i should just shave him bald i swear.
the second thing is his skeleton (or rig, or armature or """avatar""" if you go by unity's terminology). there's no nice way of putting it, his bones are fucked up. i rigged him in blender and upon being transported to the game engine environment, his spine just sort of left his torso. i managed to shove it back in, but it's far from ideal. here's how he looked like prior to the Bone Surgery:
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scary. think of the back pain.
to summarize, gamedev is hard, bones are bad, but i really want to get back to work. hopefully i'll post a major update post within a week or so! no taglist on this post since it's not really an update, but @fanboy-enby-undead mentioned wanting to see bloopers/glitches so here's an @. : )
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