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?
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.
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.