Wednesday, September 27, 2017

Week of Coding

So most of this update is not really visual as I was mostly coding and modifying code this time around. What was I messing with? Well, due to continuing issues with getting programmers willing to help out on a fairly regular basis I had to work out alternatives again. Basically buying a asset on the store and modding it to work how I wanted. In the end the week of code (or was it a week and a half? lol) was a success! I have spells I can drag to the action bar and a leveling system that saves a couple stats. A half finished ability system got tossed and replaced with a similar one I can work with better.

As far as modelling I also reworked a chair I made awhile back and it is now on the asset store at: https://assetstore.unity.com/packages/3d/props/furniture/fancy-old-rocking-chair-99445!


It also has 3 LoDs to help with optimizing it for games and performance. Great for a haunted house or just random house furniture in general.

Anyways kind of a small update, but lots going on behind the scenes. If you have not checked it out be sure to check out a preview of my boss battle... before I did all this code.
Will have to update this but the code mostly works the same I just have it do some more stuff and wire into the interface better. Not to mention I also have a lock on target feature when you hover over enemies.

Anyways see you in a couple weeks again will be sure to update the vid, and probably have some more 3D model work!

Monday, September 11, 2017

More enemy characters

The last couple weeks I have been working on a couple more enemy types to finish off my first level and replace the old sub par placeholder models I had. You saw the ghoul last update... this time we have another enemy, as well as a boss!

https://skfb.ly/6tt8x

I am not entirely satisfied with this model. She will work for the purpose of an enemy to fight. But she just didn't quite turn out how I wanted. The armor could use some harder edges, the detailing be a bit more crisp the face better in general. Still, it is some progress and learning of substance painter nonetheless. I am also becoming a bit more critical of my models I suppose.

Next up we have something I am much more satisfied with. The boss should be pretty awesome and this guy came out really good imo!

https://skfb.ly/6tEBx
I had some good references and things just came together nicely for this guy. The emissive texture might need to be sharpened up at some point but it does the job for now. I was worried about how a skeleton character would rig up and animate but it seems even better than fully fleshed out characters! Check out the sketchfab link for some lore I made up as well.

Look forward to seeing these two in the dungeons as I polish up my current game and head towards a demo. See you next update!

Friday, August 25, 2017

Exploring substance painter, asset store additions!

Another couple weeks gone by suppose it is time for another update. Still working on my project, In fact revamping the monsters entirely:

Male undead are being replaced with this guy. Which I created in blender and had a bit of fun with sculpting. See the detailed model on my sketchfab: https://skfb.ly/6t6NI
The general theme is a more stylized simplified set of monsters and characters. This guy is a bit detailed for that but not hyper realistic so I think he will work out just fine. You can see some other critters like the goblins and Mira on my sketchfab page as well.

Also a couple new assets got accepted into the asset store, I think I did post them here before but a refresher as they are now available for purchase:
at: https://www.assetstore.unity3d.com/en/#!/content/97187
at : https://www.assetstore.unity3d.com/en/#!/content/97535

Stay tune for more on my website: https://csinclairgames.com/

At any rate lots of links this week I will leave you with one final picture of my experiments in a cool program called substance painter:


A simple peasant shirt for the Age of Aincrad project. So a big update as an apology for being a couple days late again hah. Stay tuned for more 3D modeling updates and perhaps even a game preview vid next time.

Tuesday, August 8, 2017

Mostly updating old models but some cool stuff!

So these last couple weeks I have been going back and making some older stuff more game ready. Also, improving various uv layouts and textures. Without further ado here we go!

You will note all of this is not textured because I got a bit bored halfway through and just stopped applying true textures because it was all working hah. Anyways the goal here was to get a dyeable armor system running with morph3D setups. Still a work in progress, as I will need to hear back how it works out for sure but for now goal achieved!

Next up I went back and reworked some goblin models, rigging them up and giving them some texture options. This allows for a couple models to be used more and seem like different enemies; saves a bit of time making more of them:
These will also be used in my project. I am going to create a sort of bandit forest level populated by them. A fitting place for Mira to begin her adventure... since the guild will need the new recruit to prove herself a bit more.

Speaking of Mira, some model updates and chopping out some polys. Still could probably chop more, but not too worried about it as it is the main char model at this time. If I put her up on the asset store I might aim for about 15k poly count or so though instead of the 20k.

Other than that just a bunch of refactoring and polishing up the game some more. The real progress starts with next week as I block out bandit forest and various encounters while waiting for udemy to show me more cool stuff to add in. Progress is going well though! See you next time!




Thursday, July 20, 2017

New main char for my game!

It was long overdo but I decided to go with a more stylized anime like character rather than the makehuman base I had. It also gives me a lot more sense of ownership over the model since I created it from a single cube hah. You would think a cartoony char would be a bit easier than realistic which I suppose is the case because I don't have to sculpt as much but getting the look right was pretty rough.
Here is the sketchfab link:
Mira, adventuring half demon!

For those who just want the quick preview here is an image of her in blender:
Came out pretty good. Still room for some improvements but a lot better than the old char I had.
Unfortunately I will have to make monsters in a similar style hah.

As for the process of this work I actually made the references with screen shots of a black desert character (front side back) to sort of get the form right. I also followed this tutorial:
https://www.youtube.com/watch?v=5Xuf6ODN_xY&list=PLvgIVNDU-Dxjb3eukDF5W0l0-6ShO9OiM

 Takes you through building a character like this from start to finish and I found it very helpful so drop em a like somewhere! This combined with my current blender skills allowed me to create my own character.

Anyways that is most of what I have been up to the last couple weeks, watching videos and creating this. Game is still progressing though not quite ready for a serious demo yet, stay tuned though might be just a couple more weeks, really depends on coding progress and some art polishing!

See you again with another update relatively soon I hope!

Monday, July 3, 2017

A month already? dang

So I forgot about this thing with all the stuff I have been working on lately hah. My own little RPG project is doing pretty good, hammering down the interface and putting in a lot of building shells (buildings with no props or doors really). Here are some previews of those:

from the top we have: blacksmith, lords castle, Ruins investigation branch, and tavern.
Next up we have some game screenshots, coming along great so far with initial dungeon and town mostly done!
Ui is mostly placeholder at this time but has a lot of flexibility to slot in UI elements as I get them created. Also, death animations and ouch sounds are in! Now all I got to do is make some better attack/projectile effects for decent combat, well and more abilities. I think that covers most of what got done... A lot of other small stuff but meh.

Also if you see any models you like shoot me a message! I am on turbosquid selling, see this website: My store

see you next time!




Thursday, June 1, 2017

More Dungeonis Progress!

New preview video:
New zombie models in... and not so great sound effects of myself on audacity lol. Plan to replace these at some point. First dungeon pretty much done other than maybe doing boss rooms and the projectile effects of course. Oh and some music. Soo a bit less done than I thought but I can run around and beat up enemies so good progress!

Also work on the town has started!
Still a lot to add but looking pretty good so far. Travel time from one corner to the other is about 30 seconds. Wall texture looks a bit bad will consider updating that fairly soon. Next on the list fixing that character a bit more! She looks okay but lots of good improvements to be made still; and at this point they are bugging me enough to fix some now at least.

Stay tuned for more progress. Getting a bit of help lately from unity connect so hopefully some really cool stuff will be in the works!

Also, if you are interesting in purchasing models be sure to check out my website! Only golems and a house available at the moment... Unity is a bit slow accepting models. Probably going to switch over to turbosquid(which is where the house is).