Thursday, December 28, 2017

Switching to Patreon.

Annnd its been over a month hah. Oh well mostly switching this up and upgrading to Patreon rather than blogger. So if you want more updates I would reccomend heading there for the news:
https://www.patreon.com/posts/to-ork-or-not-to-16102572

Basically looking into options to make Dungeonis development a bit easier for me. Looking for some feedback.

Still working on models and games, just changing the update channel up a bit. Hope to see you over there and happy holidays!

Friday, November 24, 2017

These last couple weeks I have been taking a break from the RPG design to work on some buildings for a side project:
Here we have a church/temple type building for players to go visit in game. Gave me a chance to play around with more textures and render settings in Substance painter.

Next we have:
An inn type building. The side part could be good to escape a guards notice from time to time or just get a better view. I am keeping to that stone texture for walls to keep up the theme of the town which is basically old medieval village.

Finally I am also back to following a unity course and learning a bit more about making simple games/coding here is a quick video preview of that:
That is about it for game dev progress and side projects. See you next time!



Friday, November 3, 2017

Alright been awhile since my last post here. Been posting my game around on sites like gamejolt and indieDB:
Game Jolt page

IndieDB page

Not much to report other than a couple follows here and there and some generic hey cool keep going comments. So all in all not much interest or hype which does get me down a bit, but still plan on making some finished product out of it even if it is just expanding a little on abilities and make it more of a story game.

Other than that I did another character which was a lot of fun and gives me a bit more of an idea of where my skills are at.
Sketchfab

Overall she came out fairly good. Could probably use some more cleanup and polish but my general plan was: I want to make a halloweeny character in a week just to see where I am at.

I really do love werewolves and it was a fun character to design with the general thought being keep to humanoid rig so I can easily just throw animations onto it. She is about 6k poly and I did three texture variations: white, russet, grey.

Here is a youtube video of her running around in my game:
Anyways that is all for the couple week update. Would love any plays or feedback I can get on the current state of the game! See you next time.


Saturday, October 14, 2017

Demo up and progress!

Finally to the point I have some fairly decent gameplay up and running. Looking for some feedback if anyone has some time to check out the demo at http://www.indiedb.com/games/dungeonis

The demo will not have the skill system as of yet. However, the game is still very playable without extra skills, the extra skills are something I wanted to give the player a bit more choice in how to spec out their character. I will need to test it a bit more before I put it in the demo. After that the plan is to flesh out the town with more characters and implement some loot drops etc. I think I am very close to going into just making levels and filling them with enemies.

The last thing I want atm is a way to save the player position and scene and load it. Perhaps a return to town crystal/item as well. After that I can make the giant dungeons I want lol.

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.