Looks like time decided to run on it’s own again, leaving me on the porch. I’ve just barely begun working on whatever this “game” is supposed to be. Still got time to submit something for the Jam, so I guess there’s that. At least I’m making glorious progress with art assets.
Posts Tagged ‘blender’
Not sure if I’ll submit anything, but I’m fiddling around with retarded physics and it’s rather entertaining. I tried combining animated poses and ragdolls first, but couldn’t get it to work. I think there was a problem with my rig root motions. So now I’m just doing random things with physics and bones to see if I can find anything hilarious and usable.
I’m using Unity and Blender. And whatever I decide to use for audio later on.. The current art assets are just placeholders for prototyping, but they might end up being final since I don’t have that much time this weekend.
Theme rant: the voted one is just a design concept I would’ve used either way, so in my case there’s just no theme to draw more retarded ideas from. Not a big deal, just voicing my opinion. Hopefully people’s opinions can help LD become even better in the future.
Ive got a lot of little features and states to implement if this is going to be a ‘game’. Last night was very frustrating, got stuck on several ‘minor’ programming bugs, or things with Unity I wasnt very familiar with, a few of which took an hour or two to fix. The last issue I managed to fix by am (I was refusing to sleep until it was solved)… then slept for 8 hours instead of the planned 4!
Thankfully the ‘pixelpeople’ (formerly ‘littlepeople’) are nicely implemented now. Ive probably spent waaaay too long on them… But they randomly walk around, occasionally contemplate life, scream and freak out when scary things happen and generally just look depressed. And they’ll soon be ‘utilized’ in the game
Theres two genders of pixelpeople now too. Unfortunately theres only one set of clothing for each, the way Ive implemented them isnt too great when it comes to flexibility, so its going to have to stay like that unless I suddenly get a bunch of spare time to redesign how theyre clothed before the compo ends! (unlikely)
What a day… this Ludum Dare I wanted to use Blender as a level editor for my Three.JS engine to play with:
It’s super, super hacky but I was able to use bones as entity data, where the first bone in a chain had the type and location of an entity, then I used child bones to indicate other parameters. This way I could configure the size of doors, the paths of entities, the size of things etc.
This is the end of the first day for me and I am ecstatic to be able to say I have my game’s level fully designed and playtested. It takes about 10 minutes to beat so that feels about right.
Tomorrow morning I’ll be doing the sound effects and music first (so easy to overlook), then it’s polish time – as much shiny as I can squeeze in in the time remaining. It’s taken all my willpower not to try to do something about the dreadful graphics today. I added no shaders, no parallax effects, no particles, no textures, no lights. The geometry, other than the collision mesh, is just what Three.JS lets you generate procedurally. I am growing as a person by embracing my inner programmer artist.
TIME FOR SLEEP.
First progress post for LD31 -things are coming along ok (albeit a bit slowly). Hoping once I get some character control underway by later tonight, I’ll start gaining momentum and a bit more motivation. All going well, I might get the core mechanics done in the first 24 hours.
‘littleman’ will be one of the playable characters, he’s the first version, there should be a bunch of different types with any luck (including ‘littlewomen’ as well) These guys go about their business, but should be expecting to be rudely interrupted. They also wont ever exist in the ‘computer console room’ in those screenshots. Those are for a different area of the game entirely, and also the main focus for the theme – but for now its just a testing zone
In the past hour or two Ive gotten some initial animations done, in the next hour or so I should be getting into the process of setting up character controls in Unity
Gearing up for Ludum Dare this weekend.
All going well, it will be my first LD since 2012 (I attempted one last December but didnt finish anything worth submitting)
I’ll be using Unity this time round, since its a much more popular/trusted game engine for posting games online with (rather than the Blender Game Engine – which Ive used for most past LDs). Im feeling like making something space-ish (like usual), or perhaps something a bit out there, like a ‘fake’ isometric in a 3D game setting. Chaos, Deep Space, Isolation and ‘You Are Not Supposed To Be Here’ are all themes that got my vote in the final round. Any of those would be great!
Software for this round:
GameEngine: Unity [C#]
Programming: Sublime Text 2
Music: ?? (probably going to opt-out)
Also heres a quick turntable of a robot box-thing I worked on in the week leading up to now, in order to get more used to the workflow between Blender and Unity (especially when it comes to importing animated objects).
The legs fold up into the box itself, in a rough animation thats not quite good enough to show off yet (this wont be used at all for the LD ofc, its just something LD-related I whipped up to get back into the swing of things)See you guys at the starting line! (Aka what I like to call 0-hour)
- I only had 24 hours so I went sleepless. Too excited to sleep.
- The physics of the bird was the hardest to tweak. It still needs a lot of work
- Procedurally generated world.
- Fart poo noises was done by my mouth, not my bottom.
- Music was done with garage band
Playable here http://www.ludumdare.com/compo/ludum-dare-30/?uid=34676
that was really hard work… but i finished it. Im so happy now <3
this time I focused more on the presentation, so the actual gameplay is not very complex.
its also very short… you can play through it in 2 minutes. but if you want more score you must play longer.
its a bit arcade like..
The World Connector Club is waiting for you
and again the game is a bit strange…XD
I’m entering the compo and I’m just starting now.
I’m going to do a bird simulator where you connect worlds with poo.
Using blender and unity 3d.
Wish me luck!
Also, it looks like my cat will be monitoring my progress very closely:
After trying out some new software yesterday, I’d like to offer the following public service announcement to all people composing their game music with GarageBand like I have been: migrate to Logic Pro X, right now. The “old” GarageBand (v6 I believe) was pretty good, then the new and castrated rewrite came out which made me very unhappy. Logic Pro is better than both of them, not only as far as being more powerful (duh) but it has excellent usability to boot.
Aaaand I’ve been dicking around with Blender for the first time. Feature-wise it looks kinda okay, but I couldn’t overcome my hatred for its UI… this time. I’ll try again soon, maybe when I’m in a better mood The thing about Blender so far is it’s not an absolute nightmare like, say, Gimp – but it still feels pretty unintuitive. So I’ll be sticking with Cinema 4D for this LD, again.
I’m livestreaming over on youtube. Twitch wasn’t working.
Engine – Unity
Art – Blender
Code – MonoDevelop
Procrastination – Reddit
Stream – https://www.youtube.com/watch?v=b4Cx50QN7ew
I’m ready for #29. It’s my first time.
Tools: Blender, Unity, GarageBand (iPad, as I’m a PC), Photoshop
Since I’m weak at art, I’ve been experimenting with a low poly art style for the last few days. Here’s what I came up with.