Posts Tagged ‘blender’

3D modeler and beginner riggeranimator looking for a team!

Posted by
Wednesday, May 17th, 2017 3:23 pm

Hello I’m Ovidiu aka: Hamsterspit and I am a 3D modeler artist that also is learning how to rig and animate and I would like to get to know people who are interested in making small surreal games or games that I can relate to and where my skills can be handy.

Check out my style at: hamsterspit  to see if you can relate to what I do and will go from there!

Peace!

SPACE JUNK – post LD plans

Posted by
Monday, December 26th, 2016 5:33 pm

I’ve received a lot of positive comments and feedback from Space Junk which has inspired me to polish the game and aim for release on Android, iOS and probably the desktop computer platforms as well. I need a game to see how the process works of releasing on mobile markets and this could be a good game for that I figure.

So now, post LD, I have started to fix a few things like improving performance (combining real-time shadows with lightmaps) and tightening up controls to remove lag etc. I will also be adding a lot of content to the stream of junk. Not only things to avoid, but also interactive objects:

SpaceJunkPostLD4

Adding content in the junk stream is a really good way to continue to learn Blender modeling and character animation. The more I get to practice that the more I’ll be able to speed up my future LD games and hopefully the repetition will make the skills stick so I don’t have to relearn every 4 months =)

I also have to learn (and test) how to monetize games these days as well (my days of shareware 16 years ago appears not to be viable any more? hmmm… it was outdated even then come to think of it =) But I have figured out a way, I hope, that the game is fully playable from the start, for free, and then play time will gather experience points to unlock characters junk and other stuff – all doable by playing or accelerated through integrated ads or realistic (read super cheap) IAP.

If you haven’t tried Space Junk yet, it’s available here: http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=112319

Thanks again for a great LD and I hope you all are having a good Christmas and that your new year will be packed with creative game development!

Stefan / Imphenzia

Jam entry: LOCK AND RELOAD

Posted by (twitter: @avaskoog)
Tuesday, December 13th, 2016 1:41 pm

Click here to explore the room! (ノ◕ヮ◕)ノ*:・゚✧

View post on imgur.com

http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=6155

An entry made in 72 hours by Ava and Marte. You find yourself with a severe case of amnesia in a locked room and need to figure out what’s going on. The story isn’t quite what we intended it to be, nor as long, due to time constraints, but hopefully you’ll get something out of it anyway! It’s a concept, after all! And it has wacky shaders and creepy audio, so who can resist? ♥︎

Click this post to read more than the excerpt, for some post mortem information and pictures of the process! ☆

(more…)

“Guardian” game for Ludum Dare 37

Posted by
Monday, December 12th, 2016 2:18 am

This is the game I submitted for compo few hours earlier:

"Guardian"

Guardian-gameplay

Titled “Guardian”.

I originally liked “Wait, are we bad guys?” idea more, so I converted it to fit the “one room” theme. you defend one room from invaders.

Two days timeframe was not enough to create and animate more characters than this, and I by the end I had to siginficiantly speed things up.

In the end I (again) had no time to implement sounds or music.

Lessons learned in the process:

  • Limited timeframe means not enough time to model and animate fingers. I tried.
  • And it is probably not a good idea to spend 2 hours researching gothic architecture and arch proportions.
  • Making a spark texture can take a lot of time.
  • It is a good idea to check audio equipment/pipeline in advance. One of the reasons why there’s no music is because I misplaced a cable. Another one is because in 3 hours till the end of the compo, it wasn’t possible to write proper music score for the whole game. (Uploading things to gamejolt took a bit more time).

Lots of ideas were cut and abandoned due to  the time constraint.

The game made using Unity3d, monodevelop, blender, clip studio and gimp.

Bedtime update #2 ☆

Posted by (twitter: @avaskoog)
Sunday, December 11th, 2016 9:29 pm

It’s about 03:30 on the second day, nearing the morning of the third. We’re doing the jam, so there’s one day left for us. Nonetheless Ava is already in crunch mode while Marte went to bed hours ago—there’s so much stuff to add to the room! Mechanics are mostly in place but aren’t really used yet since the room needs to be filled first, so enjoy a temporary bit of silliness in the meantime!

View post on imgur.com

FDP corp present “Piece of meat”

Saturday, December 10th, 2016 7:13 pm

Hello everybody ! We are proud to be here one more time ! We are also proud to show you our work !

 

LD37 One Room :

FDP corp present “Piece of Meat” our second project under the ludum dare banner. We try to plan a puzzle tactical game around the industry theme with a lot of humour and fun. The game exploit a satiric view of our future.
Likes the first time we will try to finish it for the deadline.

 

Our team :

 

Jalibter as Main Dev

Dannou as Main Graphist

Bob as Graphist
JeanTapas as Compositor
MonsieurDuc as something usefull like a BOSS

 

Our consultant and helpers

Plexus as Dev and logic
Gribouille as Marketing and Event
Holyengine as Graphist

 

You can check our works there :
http://multitwitch.tv/dannou_gaming/jalibter/monsieurduc/holyengine

 

We working with :

We working on those software

Unity 5.4
blender
zbrush
maya
substance
adobe suite
fruity loops
notepad++

Feel free to ask your questions on our stream.

 

 

Piece of Meat the story :

 

In 2099 the growth of the human race became uncontrollable.
Overpopulation has become the biggest threat.
Humanity under the enlightened guidance of the FDP corp, has surrendered.
You play as a young factory manager, with one dream, change the world.

Your first mission will be to make a cheap and useful production system.

 

Some tease :

 

Story tease :

 

 

 

 

All the staff hope you enjoy it ! leave a comment if you want we will answer !
Streams are ONLINE ! you could check our work in progress.

 

The making of Imphenzia Ancient Tech To Return

Posted by
Monday, August 29th, 2016 8:33 am

Today is the day after completing my first Ludum Dare.

I put together a timelapse video of the entire process of making my game, here it is:

I will also write a proper postmortem. This experience was valuable for me in many ways that I want to put down in a detailed post.

Hart of the Forest – Post-jam Preview

Posted by (twitter: @stellardoordev)
Monday, May 9th, 2016 7:44 pm

LD35 might officially be over within the hour, but our 2nd Door Studio team is excited to carry on the project with our continued development of our game, Hart of the Forest.  From the beginning, we knew that our project was probably a bigger idea than the fast time limit of the Ludum Dare would allow, but the last three weeks have given us the chance to keep going, bringing our original jam submission to something that’s starting to feel much closer to the game we have in mind.  We’d love to share that with you now, to celebrate the end of the review period!

To jump right into the good part, please feel free to try our latest post-jam build at the link below:

Hart of the Forest – Post-Jam Preview Build (WebGL, early alpha test!)

Or, if you want to see the original, here’s our Original Ludum Dare Page

Controls:

  • W, A, S, D (or Arrow Keys): Move
  • Mouse Move: Rotate, move camera
  • 1, 2, 3: Shapeshift forms (Druid, Stag, Bear)
  • Z: Change Camera Angle (Overhead / Third-person)

Before diving in, here are a few screenshots, to help paint the picture:

The idea behind our game (and our implementation in the jam edition) started fairly small, and has grown into something we hope is much larger and more cohesive, in terms of both the gameplay and the story/experience.

For starters, we’ve moved away from the strictly top-down view, offering both an over-the-shoulder third person camera (with more traditional adventure/RPG game controls), and an overhead camera that will make it easier to see your surroundings (when, say, escorting villagers or the like).  This opened up a range of new visual dimensions to explore, including:

  • New terrain, with regions like hills and valleys, a river, a lake, and denser/sparser stretches of forest
  • Light and shadow effects both tree shadows, dynamic leaf shadows, and rolling cloud shadows
  • Water effects including the flowing river, waterfalls, and bridges
  • Pathways that wind through the forest, which will become the roads that both villagers and enemies follow

Put simply, this let the whole forest start to feel more like a real place, and, hopefully, someplace you could get to know by exploring it.  We picture a forest teeming with life, plants, animals, spirits and people, all good and bad alike.  (And therefore tasking you, as its protector, try to do the best you can to protect this place as things begin to play out.)

We’ve also been playing with a number of new features, many of which are implemented already (though not necessarily in this build, as we test), including:

New Abilities and Features

  • Spells, in the Druid form (including our first test spell, which locates lost villagers and sends out a glowing beacon trail, to help you find them)
  • Combat abilities as the Druid (you can test what will be our archery system by holding down left-click — pretend this is fully implemented)
  • Spirit Vision (a Good/Evil Detection system), in the Hart form (letting you detect good villagers from corrupted ones, and helping you spot enemies in the woods)
  • Combat abilities as the Bear (including charges, roars, and swipes)
  • A minimap (sadly omitted for now, as we decide how much this helps or hurts the feeling of immersion in the game)
  • Enemy abilities (including a particularly wicked Area of Effect spell by the new enemy spellcaster, which targets groups of your villagers as they follow you!)
  • Dynamic pathfinding, based on Unity’s NavMesh system, and a custom waypoint system, letting friends and enemies follow roads to their destinations.

We also have a range of new visual updates in the worlds, including an overhaul of our Druid hero (with all this new movement and action, it was time for him to get a bit younger and stronger…!), and some new enemies to face, including the new sort of “anti-Druid,” the “beast-man” berserker enemy.  See those two below:

The game certainly still has a long way to go, but we’ve been so glad to work on this while the reviews were still coming in for the rough prototype of the jam version, and we can’t thank you all enough for the kind words of encouragement!  They have kept us inspired, even through the frustration of posting an incomplete game at the end of the jam!

The concept, as we see it now, will be a kind of single-player open world game set in this one large, high-detailed forest map, where individual “levels” are comprised of objectives including (you guessed it) saving villagers, repelling enemies, and also new things such as saving or defeating good and evil forest spirits, collecting needed components throughout the forest, building up your sanctuary by bringing it new people and materials, and completing quests for the various inhabitants of the forest.

The end result is a hybrid game that we think will be a new and interesting mix of familiar ideas, and one that we’re really looking forward to playing, ourselves.

We would love to hear your feedback, and to offer you the glimpse of the work we’ve put in so far over these last three weeks, in the form of our current nightly build — link below:

Hart of the Forest – Post-Jam Preview Build (WebGL, early alpha test!)

Or, for these last few minutes, see our Original Ludum Dare Page, if you want to leave a last-minute review!  (Thanks!)

Thank you all, hugely, again for the feedback and support, and keep the suggestions coming!  It’s been an honor, everyone — and we hope to see you all in the future!

The Art of “Hart of the Forest”: A Design Post-mortem

Posted by (twitter: @stellardoordev)
Monday, May 9th, 2016 2:14 pm

Hi everyone, Greg (artist/modeler/musician) from 2nd Door Studios.  Here on the last day of LD35, our team thought it would be nice and hopefully useful to recap the many things that went both right and wrong with our ambitious little game:

Hart of the Forest” (Click that link there if you’re curious to try it!)

From the start, our group found the “Shapeshifting” theme pretty challenging, and it took us well into Saturday morning to find a concept that we all liked.  Our final idea was challenging, but interesting to us — putting you into the role of protector of a mystical forest, a Druid, charged with gathering your lost villagers and shepherding them back to safety, while trying to both use and also hide your powerful shapeshifting curse.

There were a lot of things we hoped to do with this, and two things proved themselves fairly quickly: 1) that the full scope of our idea was probably bigger than a game jam would allow, but 2) that we were all eager to see just how close we could come in spite of that, and how much of it we could make by the deadline.

I wanted to go through the workflow and notes from my own section of the work, which included the 3D sculptures, models, animation, and eventually the music of our game.

First and foremost, our team uses the free/mighty/wonderful Blender for all of the 3D work you’ll see here, as I’d happily encourage anyone to do.  The start of our concepts was to get our core characters sculpted, giving our team the chance to look at them all and get a better feel for the tone and the visual style of our game.  Here are a few glimpses of those pieces:

These sculptures gave us our starting point, leading to the retopology process of simplifying them until they were ready for what would ultimately be a Unity WebGL game.  This is where our largest challenge, and still our biggest technical hurdle stole the show…

See our bear/stag animation in action if you click this link

From the very beginning, our plan was to try to make use of Blender’s “Shape Keys” (“BlendShapes” in Unity parlance), to let these shapeshifts be as organic as possible.  Like the story of our game, this ended up being kind of a blessing and a curse, within the timeframe of the game jam.  While, after great effort, I did get this all working (see/click the gif above), Unity didn’t love the idea.  There were a hundred other technical considerations to factor into this process, including needing to morph the animated rig inside this mesh as well (no small task, rigging-wise), and a war between Mecanim’s Animator and the BlendShapes themselves.  Put simply, this is something our team (as in, I) still fully intend to implement into the future of this game, but scoping this into the jam proved a little over-ambitious.  For now, our Druid hides his shapeshifting in a puff of magical particle effects as a (literal, I guess) smokescreen, simply swapping out the models.

Finally, we weren’t going to be saving anyone without some models of villagers to save, so I did my best to economize here, using a single sculpture that we could later adapt into both the male and female villager models, letting me reuse both the bulk of the sculpting time, and the rig itself.  That part ended up being a great idea, and a big time saver overall.  One walk and one run cycle, along with some idle animations, ended up getting us both our villagers and our Druid in one animation pass — and Mecanim made it easy to retarget those animations between the three models.

(And, while our enemies aren’t exactly implemented quite yet, the idea even from the beginning was that the enemies would be corrupted versions of your villagers — so these two, plus some dark and spooky textures, even gave us the stand-ins for our future villains.)

HotF-Villagers

The world itself was an ambitious step all in its own, including a lot of props (more than we thought we’d need originally, even) to bring a passable forest to life in only a weekend.  I ended up sculpting 2 different trees, treetop models, several stones, a fallen log, and mystical standing stones, all of which needed their own retopology and texture work.  See those below:

The tricky remaining sculptures

The result, thanks to some inspired texture work and really cool materials/shader work on our other team members’ parts (I’ll let them talk about that!), was something we were pretty happy with by the end of the jam:

HotF-Screenshot

The good news was: we got the basic idea implemented in time to start pulling everything together by late Monday evening.

The bad news was: I had been hoping I could also tackle the music for this jam, with at least a day or so’s worth of time to dedicate…  Yeah, that wasn’t happening.

So, switching gears with (I kid thee not, sadly) one hour left before the deadline, I plugged in my keyboard and did my best to drum/play out the song that I’d been trying to compose in my head for the three days leading up to that point.  In other words: I had about 45 minutes to write the game’s soundtrack (yikes!), starting from truly nothing.  That was a stressful moment, I’ll admit — but something about it seemed pretty fun as well.  (Sort of in the spirit of a game jam, too.)

So, while it’s far from the amount (or quality) of music I was hoping to make, I did get the chance to make at least this, our “Main Theme”:

I’m proud to say that we’re still hard at work on this game now, even three weeks later, and still hoping to turn this into something that matches the scale of our original vision.  For now, I’ll leave off with a teaser/preview image of what this has become in the meantime.

HotF-Update

Lastly — we also all wanted to say thank you all so much for your extremely kind (and very understanding!) feedback on our submission.  It ended up being only a quirky little prototype of what will hopefully someday be a pretty cool little game, but your feedback was really inspiring and has kept us going in the weeks since!

Thanks for reading, and we’d love to hear from you with thoughts, questions, or especially any last minute reviews!  Cheers!

Play our game here!

Hello fellow jammers! (Elemental Shifters)

The aim of our game was to have two games played at the same time. The player controls the shape at the bottom to pass the obstacles which affect how the game at the top plays. Pass an obstacle and your character attacks the enemy, fail to pass and the enemy attacks you. The top character also shape shifts into the type of shape that was passed.

So here is our entry Elemental Shifters

Enjoy!

I’m In!

Posted by
Friday, April 15th, 2016 4:58 pm

This will be my third try at a Ludum Dare “compo”.

Same tooling than last time: npm packages (mostly stack.gl), browserify, some blender modeling with an Eclipse IDE topping. Oh, and I may reuse non-gameplay code from my github snippets and previous LD entries.

But different objectives: hopefully I’ll spend less time learning and pushing the technical envelope, and focus on gameplay elements. Answer in 50 hours :)

Heeeiii

Posted by (twitter: @Doubstract)
Monday, April 11th, 2016 5:04 am

I will be participating for my 7th time this time :). I am so excited for this one! Someone just give me a theme, I want to make a game NOW!!!

Technical stuff that I will be using:

  1. Unity
  2. Blender
  3. Paint.net
  4. Photoshop (if needed)
  5. And the most important thing – BRAIN POWER by NOMA

 

My votes for themes:

Round 1: Votes

Round 2: Votes

This time I will try to make a game with my beloved low poly minimalistic art style, what do you think about this piece:

tweet_01

 

Agents vs Aliens Developer Commentary

Posted by (twitter: @GaTechGrad)
Monday, April 4th, 2016 5:36 pm

Here is my commentary for the game that I created for the Mini LD 66.  I talk about the MOBA genre, how to change MakeHuman texture colors, and the Playmaker FSMs that I used to create the game.

Mini LD 66 Entry

Download on Itch.io

Delivery Kid Update #4

Posted by (twitter: @GaTechGrad)
Monday, March 28th, 2016 2:00 am

Here’s the latest update for the Delivery Kid game that I started developing about a month ago for the MiniLD #65.  In this video, I talk about the latest changes and how I made the house and window models in Blender.

Download the game on Itch.io

Delivery Kid Week 3 Update

Posted by (twitter: @GaTechGrad)
Tuesday, March 15th, 2016 2:02 am

I’m still working on the Delivery Kid game that I started for the MiniLD #65 as I have the time.  This video covers importing MakeHuman models into Blender and animating them.  I also discuss making the signs using hinge joints in Unity, and how I updated the numbers on the signs.  The method I used for rotating the car wheels using Playmaker templates is also explained.

Play the latest version on Itch.io

hack.source.net Timelapse!

Posted by (twitter: @OmiyaGames)
Thursday, December 17th, 2015 7:42 pm

Yup, got another timelapse up! This time, instead of using Chronolapse or FFMPEG to generate the video, I ended up using Blender instead. Let us know if it’s an improvement compared to the other videos in the playlist below.

Here’s our development process for hack.source.net, where I end up going circles debugging a ton of networking problems. Then a blur at the end where I drastically improve the graphics in the game. Ah, classic game jam panics.

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