Thank you for featuring my preview game!
Your channel is great, I subscribed :)
Get your assets here: https://alberto-luviano.itch.io/starter-rpg-signs
Start building your RPG world with these hand painted store signs. The icons are easily interchangeable for quick prototyping any health, weapons & magic stores.
Highly customizable, and available in individual fbx format so you can use the icons with your own custom models too.
A little bit of context, I've been creating 3D models in my spare time for about a year now. I joined a small dev team, and we created our project out of fun and as a hobby. That means of course, all my contributions were free, but now we have the opportunity to turn our hobby project into a viable commercial thing.
We are now planning out the financial aspects of the project to hopefully set up a kick starter and fund the project. However I just realized that I have no idea whatsoever as to how much my work is worth, because I've been doing it for free and as a hobby.
I've only worked on characters and it takes me about 4 days to finish a model. This is my workflow:
Take into account that I'm not talking about professionally looking 3D models. I'm just a hobbyist after all. My models are lowpoly with fairly easy shapes and uncomplicated textures. I'd say the thing that takes the most time to do is the rigging and animations.
BTW, I'm asking because I've seen 2D sketches costs about 20 - 30 USD, modeling and texturing costs another 20 - 50 USD, rigging and animating also costs about 30 USD... but those are professional looking models. Again, I'm a hobbyist and in an objective comparison my quality is vastly inferior to those pro models.
After all my research, I currently can't decide myself between the 30 - 40 USD mark per character. Does that sound like a reasonable price for the amount of work I'm doing?
Edit: Here is a reference screenshot, just so you can objectively judge the quality I'm aiming for.
Hi!
I'm a newbie looking to build a portfolio for a 3D modeler position. I'm currently creating low poly models, as to show my current skill level, and I have more experience creating props and buildings, than characters (although I really enjoy, rigging and 3D animation). I also know my way around Unity and Godot, so it's easy for me to setup functional 3D assets to have 'in-game' previews of the models.
Here are some examples from my online store: https://sketchfab.com/AlbertoLuviano/store
Here are some free assets: https://sketchfab.com/AlbertoLuviano/collections/free-models
I'd really love to help you out with any of your projects, so if you are interested contact me at my Discord AlbGD #1815
Need help building your virtual world? what a coincidence! I also need someone I can work with, someone to create awesome 3D game assets for.
Here are some of my most recent models (for purchase):
https://sketchfab.com/AlbertoLuviano/store
Or you can also download free samples:
https://sketchfab.com/AlbertoLuviano/collections/free-models
Hi RodRitter!
I'm currently searching for a Unity Programmer, who can join our team. The project is a Turn-based RPG Dungeon Crawler, set in a medieval-fantasy world.
It's fairy big and complex, but don't worry, what we really need is someone committed who can help us 'bullet proof' the code, do some maintenance and contribute with steady improvements. For us, consistency is more important than heavy sprints, so a daily and steady work is more valuable.
If you are interested we can talk the details on Discord. My tag is AlbGD #1815
Hello! I'm an beginner indie developer, who knows Unity3D and Godot engines (although, I'm sure that at this point I can learn other engine workflows fairly quick).
For the past year I've been creating my own games, and joined some GameJams. I think that's fine for learning, but I would really like to take the next step and join a team. My main skills focus on programming, where I can create full prototypes in a week's time. I also have some notions of 2D and 3D art. (I use Krita & Blender)
You can check / test my solodev games on my page https://alberto-luviano.itch.io/
Lastly, I wouldn't mind being payed, but as the title says, I'm more interested in joining a team and work on more ellaborate projects. I can start working right away and if everything goes well we can further discuss the payment topic.
You can reach me at my itch.io or Discord(AlbGD #1815)
Thank you, and have a nice day!
Were you using a controller by any chance (or any other external device)? I noticed that with a controller plugged in, the keyboard inputs don't work.
If you have a controller plugged in, then you can play with RTrigger (Accelerate) LTrigger (Deccelerate) and LBumber(Heavy Brakes)
Thank you very much for helping me with this bug :)
I like the N64 style, but what I'm most impressed with is the animation, it is so smooth specially for a gamejam. Doing that with transforms and the default Unity animator is incredible.
The movement on the water feels a little bit slow, although I think that's the way it is supposed to be as it closely resembles Mario's. My suggestion is to adjust either the speed or the air meter (make it go slower) so we can have more time to explore underwater. By looking at the pictures I guess there are hidden upgrades that allow that, but I couldn't find them :(
I know how hard it is to implement 3D movement, so choosing that for a gamejam makes me think you are kind of a daredevil :) Keep it up!
This is impressive, it really captures the speed factor and the handling feels so nice, I will surely keep an eye on this project.
Just for the record, I know this was meant to be played with an Xbox Controller but I only have a DualShock4 so I played it that way and discovered something because of a funny accident: the A button and Steering are both linked to the left stick, so I had the precision in both steering and acceleration (I guess you used Input.GetAxis instead of GetAxisRaw?) and that allowed me to take the turns better and with less loss in speed. Hopefully I explained that right.
My recommendation for future iterations would be to change the acceleration from the A button to the RT (or some other ranged input) or maybe allow a remap in the settings menu to let the players choose their preferred way of playing.
Keep it up! You have a great project in your hands :)
Hello, this looks interesting. I've been creating basic games in solo-mode for about a year (small self-advertising: come and see my itch page to have a glimpse of my experience/style) and I feel the same way about the importance of teams.
I'd like to join as a programmer or level designer, I can prototype ideas in one week's time. Currently, Unity3D and Godot are my main tools but I'm confident that knowledge can be transferred to other engines. If I've catched your eye the Discord is: AlbGD#1815