Week 2 is up, what will we produce this week?
We’re still going at it, must be at 5 hours per day since the start of December, this was a great initiative by @nerdtimeblog.
I’m back to sculpting again, working on a pair of tier 1 boots for the adventurers and NPCs, just baked the textures before heading off to bed.
Boot workflow, may have gone a bit crazy here…
K The 7th of december me and my girlfriend celebrated three years together, a hell of a thing to do on a monday but still I managed to get in my one hour of gamedev, to Lindas great dismay, well I needed to get in some basic animations connected to the player movement, and I did.
After baking the shoes I painted them and added a nice matcap with some specular highlights, I do like this look, I took a few of my older assets, a pistol and a shield, edited them slightly and threw them into my scene. Makes me want to render the character and his clothing a bit more thoroughly but I’m afraid there’s no time for that.
While we flesh out the game concept I am beginning to test some shop functionality, started out with creating a test scene working my amazing programmer art skills, Jona watch out, soon a will be able to make something more advanced than cubes… Cylinders coming up…
This is going quite well, one hour per day has turned into multiple hours per day, today I clocked in at about 4 hours, in that time I managed to get this skeleton all jointed up and after a pass of geodesic skinning and about 25 minutes of manual tweaks, all that’s left is to make sure the fingers deform well as well as, of course, setting up the controllers for the rig!
Skeleton done, controllers to come!
K This day I turned to some of the shop functionality with the ability to place and pick up items for sale shown below with this poorly made animated gif that might or might not work in wordpress.
Test Shop with pick up functionality.
Today I started on the controllers for my rig, I’ve got the main functionality down, however I want to add a foot roll and a basic facial animation setup.
Would have been further along, however I noticed that chaning colors and freezing transforms was taking too long so I decided to create some basic Python script as well as a MEL script, I’ll convert this to Python later, however I just couldn’t manage in the time I had allowed myself.
Base rig and controllers
K I managed to squeeze in my hour in an otherwise stressfull day by starting looking into Dialogue for Unity which seems to be a really competent dialog system, and even though I’ve made a ton of these myself this will save us a lot of time and have a workflow much nicer than what I have ever accomplished.
The controllers are connected to the rig, there’s a foot roll, and the fingers are animatable, this will be by far the most advanced and easily handled rig I’ve ever created. Currently I have things like the foot roll as well as finger middles and ends connected to custom attributes but I’m thinking I will want these as separate controllers later on.
Rig day 2
K Today I dwelled deeper into Dialogoue for Unity fixing some left overs from yesterday and looking into its localization functionality from, well… Today.
Oh, and if you are in need of localization or can offer help to indie developers, swing by the Indie Game Localization group I manage on Facebook.
I’ve managed to get a decent if basic face rig going, there will probably be some morphtargets as well in the future but, I think most of the work will be made using the rig.
Oh and here’s a gif for your enjoyment!
Rig Day 3
K On the twelfth day of xmas I looked into A* Pathfinding Project Pro for all our path finding needs. I have worked with this tool before a few years back and remembered it as being well rounded solution and well it has only gotten better since then.
I quick test scene later it is up and running with an NPC walking around in the shop browsing warez.
The rig is almost done, going to make a final skinning pass and then I’ll be creating a lot of wonderful morph targets, for now, here’s an old fat man falling over.
K It has been a rough week, we have achieved a lot so today after getting some work done on the dialogue and path finding of the game I decided to clean up the office a bit, something I have failed to do since I moved in here some time ago, well deserved and such a morale boost, so keep it clean, now for some much needed rest.