Tuesday, September 13, 2016

It starts with a single game

Alright, been a bit since my last post, here is what has been happening: Tried to get feedback on my game and didn't have a whole lot of luck; though I did get suggestions that I successfully implemented. It has been an adventure optimizing and updating the APK to have no issues with google play but looks like everything is set. I can't say it has been a successful project, but I did learn a lot and it is a game out there which is farther than I ever went before. The first time I attempted to launch a game on the app store it was a few years back and it never got past a prototype stage (a lot of that due to a programmer bailing on the project and me not being in the right state of mind to learn programming at the time).

So in short it seems the game is a success and failure at the same time. For me personally it is a big success, but in terms of the world at large not so much hah! I did upgrade it to production recently, and had to change the name due to an issue. You can find it here: Sundered Arvana
please click on some ads if you get the chance!

After I finished that journey I decided it was high time I learned Blender. It may not be industry standard, but it just fits my needs as an indie dev on a budget  better. I tackled a heck of a first project for it though: Goddess statue
I am fairly happy with the progress, and have since started work on textures.

Future plans are probably to focus more on my own personal projects/learning until I see more progress from the people I am working with. It seems working with people who have a lot of other stuff going on is a lot of stop and go in terms of game development progress. It gets a bit disheartening to toss hundreds of models at a project and see not a whole lot in terms of an actual game. Ah well time to put this book to a close, stay tuned for more on the journey to becoming a pro game developer/3D artist!

Friday, August 26, 2016

New game released!

Huh I thought I was posting a bit early but turns out it isn't far off the mark! So to get right down to business I would like to present my newest game: Sundered Arvena.
Feels good to say that... I have something that works people can play it! Hopefully the start of many. Yes I know it a good bit of issues to sort out still, hence why I put it beta for now. Hopefully I can work it out and make it a full release fairly soon. The last couple weeks have been spent mainly testing and getting it working as well as I can at my current skill level.

Rest assured.. despite some issues this game IS winnable. There is a start and a finish! Hope it doesn't frustrate too much. I meant it to be a challenge but I might have gone a bit overboard.

Monday, August 15, 2016

More creations!

Lots of project jumping these last couple weeks. I am close to just putting other work on hold and finishing my own game but the teams are important too. So I do the whole juggle bit hah! Anyways on to the pictures of progress!
We saw the church exterior in the last update but this is some of the interior roughed out with some placeholder textures and materials. Still a work in progress as I need a bit more info about it from the project lead to finish it off.

Next up is some more AoA stuff; a lot of small stuff rather than any buildings or characters:
These are market stalls and overhangs meant to fill some spaces and give the city in progress a bit more life and style. feel free to head on over to facebook for more detailed information on the teams work thus far on said city!

Finally I even got some work done on my own game. The base game is almost done, after that it is just a bunch of polish work and maybe adding some extra features like a death counter, maybe a compass drop. Here is a pic of the final level before you enter the last dungeon!
Just a couple more monsters and the dungeon and that game is basically done and playable. After that it is making a good icon, title page, polishing up anything that looks off, then researching a bit how to add it to the play store and maybe put a windows version somewhere as well.

See you next time in the usual two week update!



Wednesday, July 27, 2016

A bit late but lots of work being done!

First off, I did get caught up a bit in the Pokemon Go craze. I see both good and bad aspects of it. Good that it gets people out and about, but bad because how easy it is to become distracted or wander into a bad situation. Still, it is pretty neat.

As for my work, lots of animation and modelling going on. Also, have a sketchfab account now, so check it out for some neat models and animation! Still working on that whole animation thing, but got to practice and start somewhere I suppose.

Also some big news on a game front. We have a steam page! Not quite on the green light journey yet but getting some initial feedback. Check it out and catch a glimpse of the latest model with actual lighting instead of this default stuff:
sadly my own game has been on the back burner for a bit but I plan on getting to that a bit today and tomorrow.



Friday, July 8, 2016

Updated model, other progress

So today I am going to talk about another model I came back to for the third or was it fourth time? *dramatic sigh lol. The reason this has been reworked so many times is I don't we knew exactly what we wanted. I was handed a concept art and initially told to follow that but I suppose seeing it on paper and then in actual 3D has a way of altering ones thoughts about it. I do wish I had a better concept or idea of what we were looking for from the start though. However, I will say, after a creature undergoes this many revisions you really do see the improvement:
Now this is not exactly how the model looks in game, as the lighting is different and there are a few more maps that really bring out those details. However, these are base textures which determine a lot in the end. Some really good details coming out here and I would say it is one of my better creations when it comes to 3D modelling so far.

Other than this creature not a whole lot going on. I did finish another prop, a canteen, but other than that it was a week or two of research and experiments mainly. The original plan was for that creature up there to have a lot of fur, but that is a bit beyond my skills at this time in my opinion. I gave it a good try but not really confident about it. In other news spider dungeon got finished and now I am on to the next one! AI and enemy moves are done now I just need graphics again. After that two more lands and the game will be finished! It will be my biggest project yet in terms of game creation with 6 main levels, each with their own dungeon and boss and three enemy types to fight in each area.

See you next time.

Thursday, June 23, 2016

reworks and new lands!

The last couple weeks I have been reworking a lot of things not really because they were bad but they could be optimized. For example this group of things:
All this stuff is parts of a village, about 57 models and 27 textures. I atlased(combined a lot of textures into one file basically) these and made it 7 textures (3 2kX2k and some lesser sizes) which was great and only took me about two days. two mainly because of some uv errors and mesh optimization I did at the same time. A bit tedious, but definitely worth it and I cleaned up a ton of files as well by combining all this stuff into one.

Another item on the list of upgrades was our undead creature which was passed over to someone else for some cool model changes. Unfortunately this resulted in a need for re-rigging and remapping. But this presents on opportunity to upgrade the textures as well.

finally on the home front with my game I got a new land done! That means I am about halfway done with my game whoohoo!
Here is a small preview.. It is a close up to keep some secrets hidden:
Here I have added some cool stuff like destroy-able bushes and a slew of new monster spells of course. Look forward to more updates in a week or two as usual!


Saturday, June 11, 2016

Swamped in work and everything

I don't know what it is about June this year but dogvacay stuff is just going crazy. A couple dogs is nice but when you get to 5 or 6+ guest dogs it can get a bit complicated lol. Anyways still managing to work on things and we are in the process of updating a creature but in the meantime the filler stuff multiplies:

That should be just about it for general house stuff though. I also am getting my game going a bit more. With this level it will be the farthest I have gotten. I have TWO bosses and dungeons! that is twice as much as my other forays! hurray for progress! The challenge now is just repeating the process a few more times and trying to keep things interesting but simple enough that I can manage with my admittedly meager programing skills. If you want to try out what I have so far here it is:
(links removed for now, sorry if you missed out!)
Now I will say this, it is still very rough around the edges. I need a lot of little changes to make it more fun and not absolutely hellish difficulty. The main thing making it hard is how I have my spawners set up. I may need to make a way to trigger them separately rather than all at once. Any other feedback is of course welcome. Keep in mind this is a single person project with someone who basically has to look up how to do most of the coding atm. So if you say: it needs a complex skill system with a bunch of cool moves I will go: uh sorry maybe next project or I will never finish this hah. Actually I am thinking about expanding on this and making a more in depth game but for now this will be a good start of setting up the little things like mob ai and player control/attacking. The main thing now is a small instruction page to sort of show save points and how to use them and the best way to attack(which imo is clicking on the knight character rather than enemies, but clicking on enemies aims you better).

Anyways sorry for the really long post. A lot of stuff going on and a lot of stuff in the works so to speak. See you next time I hope.