Dec 202016
 

We’re exiting the third week of December and with it a new artifact list has been made and followed, the boys have also thrown out almost every single asset store pack related to code and systems that they had bought and are starting fresh.

So far things are going much better and despite the more or less complete restart of the project code-wise, they’re already further along than after a year of trying to get the asset packs working.


J Luckily, the game is mainly graphics heavy, and everything done along those lines is still useful, but that’s not what you’re interested in, here are the new assets that I’ve made this week. Let’s just say that #OneHourGamedev has been more like 8 or more hours most days!

I started off with reworking the Counter so that it can more easily be upgraded, on display here is the third tire Counter.
After staring at my scene for a bit, wondering why everything looked terrible, I looked over my import export settings from Substance and changed all of my normals to OpenGL, imagine the normal blend an mix nodes outputs when the bake was OpenGL and the graphs were not. Makes you shudder doesn’t it?

I also worked on an incredibly silly digital asset, which in the end just turned out a simple static mesh.

In the second image from the top you can see the final result of a semi-advanced Houdini cloth simulation for paper pile creation, in the image above is the final non-optimized mesh.

As this was my first time using cloth systems, it took a few hours to figure out, especially difficult was getting rid of the insane flipping the thin paper meshes produced.

My conclusion is this, while it was fun to get into something new, there are better ways of doing this manually, on the other hand, I’m quite happy with the final result so I’ll probably look deeper into the cloth system when I’ve got the time!

I won’t post a more high resolution image than this, cause it’s a trade secret, or rather, knowing everything in advance would make playing the game rather boring. Anyway, almost all of the 14th went to writing things related to design and writing it down in the design document.

Starting to work on some tileable PRB textures using Substance Designer, still got some ways to go but I feel like I’m slowly getting there!

Got the lectern done as well, this one, like the counter is also a Tire 3 upgrade, wouldn’t want to show the shop off at the lowest level now would we?

Here are a few simple books which can be automatically placed along a curve using the Houdini Engine, placing these manually would take a few minutes, now I can do it in seconds!

A lectern without a book to write down your transactions wouldn’t be very useful, here’s your new receipts book! Also made in Substance Designer, I think it turned out quite nicely, in the future we’ll have a shader to allow your player character to write down things line by line!

 


K How trying to save time caused us to waste time. That’s the title for this past months working on this great game.

So what’s the issue then; well, the packs we bought are great in a way but often they try and do too much making fitting them in with the rest of the systems way too difficult. We had an animation controller that also had its own inventory system.

This inventory system wasn’t good enough and made it difficult to fit into our other bigger, better and bought inventory system that was also working on adding a quest system, which wasn’t going to work with our quest system. It all adds up and soon enough you’ve forced all the systems with duct tape to play a long without actually liking each other and adding a new system just gets increasingly difficult.

What we decided to do is slope all those bought systems, and sure some we will (might) use later on but after a much more thorough look on it because some things are just easier to do yourself and never ever will I again forget the design principle of KISS (Keep It Simple Stupid).

After ripping out all that junk, all that junk inside our trunk (do you get the joke here? some nice programmer humor for you) I started with building a very small base for our inventory system. It will grow in a steady pace.

I also started working on a nicer GUI for the shop inventory, being only a two person team we decided to spend some money on the graphical assets of the GUI making it look good since we just don’t have the time for it right now.

WIP Shop Inventory

Progress of the Shop Inventory GUI

 

 

 

 

 

 

 

 

 

 


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Dec 152016
 

I’ve finally been given an improved look, after having been converted into something called PBR och Physically Based Rendering, I now look good in Maya again, since evidently, showing off my splendor inside of Unity for these weekly faces is too much of a bother for our esteemed artist.


J I do really love this part of the year when creating one day assets becomes a main focus, now that won’t always be the case, but let’s see what I’ve managed to do this week.

First up I’ve created a first iteration of the Eco Tales : My Item Shop logo, as you can most likely tell, it’s not something I’ve been employed to do in my days as artist. This was done through the 5th and 6th, during these days I also produced all of the content and new texts for our new website which was finalized on the 7th! But more on that in Krister’s part.

I’ve also started re-creating my shaders inside of the Amplify Shader editor, I’ll update my post on these two packages asap!

I’ve been wanting to get a more painterly look to my substances and with this door I think I’ve finally found a good balance of time vs. result. This does require a few minutes of sculpting in zBrush or Mudbox but I do mean literal minutes including the extra export steps.

Next up we’ve got some curtains, these are going to be customizable, for the middle part that meant just cutting out some geometry to create straight and concave versions, for the sides it’s going to mean some manual work. Working on a new shader for the cloth right now so it should turn our great!

Today I spent… Quite a lot of hours creating this semi-procedural counter, since it’s going to be upgradeable I decided to do it in Houdini, allowing me to change everything I need even after having finalized the asset. It did still need a separate UV-pass but thanks to Substance and ID maps, creating variations will be done in no time. This here btw is a Tire 2 counter!

On the 11th day of Christmas, Jona gave to Eco Tales, a red Sparisoma, faked blue water and some sand on the bottom of a bowl! In PBR Unity time saves you.

Such an incredibly productive week and as I’m writing this, it’s Thursday of week 41, imagine how productive that week has been if this is when I manged to finish this post!


K

Do we have a cause for celebration or what? Well. Yes we do!

You see, making web sites is something I loath but something that needs doing regardless. Therefore I’m extraordinarie happy to have finally completed the work on the new site for Eco Tales: My Item Shop together with Jona.

What we went for this time around was a simpler page doing a better job at explaining and showing of what kind of game Eco Tales will be.

I’m not going to get into details but you should rather jump on over to ecotalesgame.com and have a look, you wont be sorry. But hey, don’t take my word for it, just have a look at this awesome preview, just look at those colors…

Eco Website preview

Eco Website

 

 

 

 

 

 

 

 

 

 


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Dec 062016
 

happy_villain_03#OneHourGameDev has started, it’s a very nice concept started which we joined last year, well, we won’t be worse this year, just look at me! My face and eyebrows have been updated by way of substance!

Isn’t technology wonderful?


J I threw the first days of this week into the last post, so if you want some Ambrosia, check it out!

For me the most important thing about this recap is December 1st, this means the start of the one hour game development initiative and while one hour doesn’t sound like a lot, it is if you count it as one additional hour of game dev!

That’s how I’ve chosen to interpret it and this one hour I’m spending on things which will be easy to show off and hopefully started and finished within a single hour!

dec1_substancewindow

First up a window substance, I’m thinking it’s probably too photo-realistic for Eco but some minor tweaking should fix that, just the albedo with a normal map, alpha and no roughness should work well!

dec2_rooftilesubstance

Second is this roof tile substance loosely based upon this tutorial, because, learning from your seniors is the way to go!

dec3_bitvssbsar

Another few hours of work on the roof tiles, most of them spent on trying to make the sbsar work inside of Unity and while the substance can’t be used currently (it looks horrid despite the CPU engine looking good in Substance Designer), I’m still very happy with the ease of bitmap export. I’ve left a post on Allegorithmic’s forum but if you know why, please leave a message on Facebook!

dec3_shadersandroof

Here’s the old texture as compared to my final substance, it will be viewed from the ground so I think this will be more than good enough!

dec4_fourfirstcharacters

I’ve also finally found the Gradient (Dynamic) node, amazing node which allows me to easily change skin colors of the Eco characters. The names are liable to change but for now we’ve got Elvira, Dortmund, Lech and Triarii.


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