This last week I have been learning quixel and I think I got the basics down. I can set a model up and use the program to apply textures quickly. Quixel is great for being able to change textures on the fly and add a lot of small details quickly with masks and a fairly good library of textures. Still I did run into a couple crashes and one annoying thing: it kind of sucks at updating a model. Like if you set it up a little wrong with material IDs and need to reload an update it tends to fail at that. The set up is key and I would say double check it.. but even if you have to reload applying textures is so smooth it almost doesn't matter time wise if you have to restart from scratch (as long as you haven't gone too in depth in making really unique materials). So I would definitely just keep textures in a draft form until the model is fully textured to make sure everything is working how you want before you get into the small detail work. So here is my first quixel result, with a couple of my own textures and some of the built in sets as well:
Other than that I have been finalizing Sundered Arvena and renamed it to Knight Quest just to make it a little easier to find and remember. Overall The game does not seem too popular. I think the main mistake I made was making it too hard from the start. You open the game and right away you are bombarded with enemies. Which would be fine, but I could see how it might get frustrating pretty quickly. From my standpoint I like the challenge, but I suppose a lot of people might find it very discouraging. The other theory I have is maybe the combat just isn't fun enough. I mean you tap and stuff dies but that is about it... I don't have any cool skills or powerups. So that aspect may be too simple. Even Mario has to hit an enemy a certain way to defeat it or have a certain powerup.
That is about it for this update. I am thinking of some other game ideas to try and implement and also keeping up with my other two projects. See you again in a couple weeks!
Wednesday, September 28, 2016
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!
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.
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!
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.
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.
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!
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!
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