Finally getting back into 3d modeling.
Threw this on a quick block out test.
And man, these look even better when they’re actually on something.
Very nice.
For context on the setting of my game. (And why I made the requests)
It'll be set about 500-750 years after the "end of the world."
So the gear will be a mix of Rediscovered technology.
Ranging from things that can be made with hand tools to pre-apocolypse tech found in ruins.
If you're familiar with Desert Punk, the setting heavily borrows from that. It enables me to have large distances between towns to for the Driving/Delivery focus of the game. But leaves the world open to basically anything that I might want to add after I get the basics down.
Yeah, it was kind of a difficult request.
But this is exactly what I was asking for.
For me these will be useful things like dresses, shirts, pants, bed sheets, carpeting, sacks etc.
I'm glad you included so many different creases. When stencil painting I can rotate them around and size them to emphasize certain places. Like the area around an elbow or a knee. And make general hanging patterns. I'll link an example when I get some modeling time.
Of course wait for their response. I'm just chiming in because texture splatting is cool and interesting. (lol)
But I'm fairly certain they just mean, ore and gem "surface" textures. Where it isn't already blended with a rock etc, like the 2nd version of your crystal textures. (which could totally be used as gems already)
To explain there is an alternative to decals, using alpha blending. Called texture splatting (more on this wiki page) https://en.m.wikipedia.org/wiki/Texture_splatting
The example image on that page just uses a simple circle, with a gradient. Which is used to smoothly blend the textures. Basically a height map but it's used for blending.
You can also use any image as your mask. So think like cracks in the rock (zigzag white lines) with blured edges.
Then you'd be able to blend the ore texture onto the rock texture smoothly in the zigzag shape.
You can do this on a larger scale for whole environments. called splat mapping, same thing you just use the r, g, b, a color values instead of just alpha to blend multiple textures.
Sorry for the long response, I just want to give genuine feed back.
TL;DR: It'd be nice to see a Smoke or Fire/Flame texture set.
I mainly use Godot.
I'm working on a procedural driving game.
So your recent additions have been amazing.
Godot unfortunately doesn't have an asset store, but it sounds like their sister company might have one in the works.
(after the Unity fallout.)
In terms of formats Godot prefers GLTF, PNG, OGG,
It supports most others, FBX is the one that is has trouble with.
In terms of assets I would like to see.
Well you just added the 2 I needed, Concrete and Asphalt.
I requested the "Generic" Cloth and Armor textures.
Because I find myself stencil painting a lot.
I'm a decent 3D modeler, but as far as painting or drawing I'm like a 1/10.
Stencil painting is basically taking a texture and painting it directly onto a model.
Like the clone brush in Photoshop.
I'm not sure how popular that workflow is among indie devs.
So It may not be worth your time. I'm just throwing out ideas.
But things like flat Weathering, Scuffs, Scratches, Dust/Dirt, Splotches etc. textures would be useful.
They'd also be useful as Decals in scenes for making rooms look lived in.
(We finally got Decal support in Godot 4.0)
That's also getting into the FX territory.
So like Fire, Smoke, Ice particle effects.
And those are typically just flat sprites like you did for your foliage pack. (which was absolutely amazing by the way.)
I'm fairly certain there's a market for FX sprites.
A lot of what I suggested above could be pulled off by adding animated image masks to your existing textures.
(Or animating a cut up 3D Plane with the texture applied, which is how I do it.)
So really you're only missing a good Smoke or Fire/Flame texture.
Beautiful immaculate work as always.
One thing I'd like to see are "generic" cloth textures in your style.
Like linen, velvet, yarn, burlap etc. Though I can understand if the finer detailed ones would be hard to pull off.
Maybe things like Camo patterns, Chainmail, scalemail or platemail. They'd be very useful for Stencil painting onto models.
But yeah keep up the amazing work!
Thanks for putting this and The Grey Tower up on Itch.
Had The game installer backed up forever but couldn't find The Grey Tower any where.
Can't remember when I first played the game, probably some time around '07-'08. But well I've been a fan ever since.
And thanks for all the fond memories this game gave me and my friends.
----
For those of you just seeing this game out of no where, it's absolutely worth a play. It's about 2-2.5 hours to finish (if I remember) and it has many different endings and a few secrets to find.
An absolute classic.
Both Dima and Nikita are amazing. Nothing else can compare as far as I'm concerned.
Would love to see more outfits for Nikkita, and possibly a female soldier base model from you.
I hooked him up to an animation library for some tests. (haven't tuned the rig perfectly so it looks a little off, but I think it's cool seeing things in motion.)
Very nicely put together, having the music just keep playing when you die is a nice touch because you're not constantly restarting the music track if you suck at the game.
As far as the look I would assume these were higher res sprites that were scaled down to look how they do? either way they looked really nice and smooth.
The transition from the menu, to game, to game over was really smoother and there wasn't anything jarring about it.
Thanks for playing guys,
As you mentioned axial_shift it is a tad bit hard and that comes from a lot of the randomness involved in how I spawn the enemies. I was in a bit of a rush when adding the health system so I didn't have time to display a health bar. And it's something I plan on expanding apon.
After releasing this I have beaten the first level a few times but it definitely takes some luck which I hope to make less of the case later on.
Currently I have Basic character movement down (jumping walking left, right, up and down on the field.) set up. As well as Camera Scrolling with the player.
I also have tomorrow's plans typed up in Trello.
Unfortunately it seems like I may not have another artist to do work for this game right now :/ so I'll do my best to sketch things up with my mouse! xD it'll be terrible but don't worry about it we'll get something done at least.
Current Screens:
Trello Plans:
I'll be starting work on the game with my artist tonight after I get off from my full time job.
Tools:
orx, c++ engine. (orx-project.org)
Aseprite, for sprites
Gimp for other art
Lmms/Guitar pro 6 for some midi fun.
Bfxr, for other sound effects. (http://www.bfxr.net/)
I currently use codelite with mingw 5.3.0 dw2. As my IDE & compiler of choice if you were wondering.
Next update will be soon :P
Random game seed: I don't want to live on this planet any more
Random game idea: A brawler game where you kiss skeletons in a virtual railroad led by the most ridiculous misguided gazelle.
Qualifiers: Genre was locked on brawler.
Title: Skeleton Smoocher
Old Idea: A brawler game where you kiss skeletons in a virtual railroad led by the most ridiculous misguided gazelle
Adjusted Idea: A brawler game where you kiss skeletons on a virtual train led by the most ridiculous misguided gazelle.
I feel I could do that verbatim depends on if I have an artist if not I'll think of something... I sure was surprised when I put a seed like that in xD.