Trying my hand again at learning the PBR. Not totally happy with this yet, I need to fix some baking Issues and want to tweak roughness maps, specifically the pauldrons. I’m also getting light bleed into the eyeballs that I’m not sure how to get rid of yet, but Think a 2nd piece of geometry inside the head as a shadow caster might do the trick. Also in two minds of the style, it’s handpainted textures in PBR.
Iterating on it more I got it to here:
I made a game for the LD 35 jam. It didn’t go as planned, and spent time in all the wrong places. As a result I have buggy mechanics… Making an AI was a first though and for that alone the jam was totally a success. It’s very rewarding trying to program the computer to fight you. At one point I had him being totally unbeatable because he would block perfectly every time, which was actually quite fun, the clink of the swords makes for a great feeling, especially when you successfully block an incoming attack.
Check the game out on my Ludum Dare Page
I added a bunch of small details that people probably wont notice, but I think it’s fun to add them.
I arted for some games at the ggj, and it was super fun. Getting to do some portrait painting and also some pixel art over the weekend made me excited for the next mgsa competition.
Check it out here : super-massive-crate-dash
Took part this weekend in LudumDare28 and again I feel like I’ve pushed myself and accomplished something, although not a great game by any means, it’s something which is a better use of my time than watching series ever could be 🙂
Play Wrecked Here:
Wrecked by a remote two man team.
Brendon Smuts : Programming
Paul Lombard : Art
Wrecked in the middle of nowhere, out there, in space you attempt to rebuild your ship out of the wreckage. Parts for your escape pod are within reach of your fleeting power supply. The main ship had plenty of power cells packed on board on in the lower hull facility storage drawer. Search for them to stay alive whilst rebuilding your escape pod. You only have one life, one pod, one mission, Stay alive!
Here’s a timelapse of my dev
We took part in ludum dare 27 this past weekend and it was awesome.
Play the game here:
Here’s a time-lapse of my screen during the weekends development:
I think it went better than our first attempt for the simple reason that we spent more time focusing on game mechanics and the assembly of levels ( which is much more difficult than I had first thought ).
All in all Ludum Dare is an awesome time to practice skills and discover things…. FAST.
Getting closer to due date and still so much to do! here’s a link to the latest build of my Archer Game
Having so much fun deving this, I’ve somehow become super motivated. I most love the moments where I forget I’m trying to figure something out and have fallen into “Play Mode” where I’m trying to beat my highest wave which is currently wave 7.
Lots of things still to do, including princess animations and attack! Enemy sprites, a menu of some kind and sound!
Taking part in the make games cometition D to make a 2 button game.
I’ve been watching Game of Thrones so I got knights n archers on the brain.
go here to get a download.
Here’s a concept piece heavily inspired by the behemoth artist Dan Paladin.
Moving away from the Tron look towards something more natural. Here’s a screenshot of the ground texture, which I’ll then blend with some other textures to get variance, specially around the base of building objects on the ground.I know Prototypes are generally artless, but I want to increase my skills in all areas, so practicing painting isn’t a waste because well it’s practice. building 3d model same goes for building 3d models, rigging an animating any of the assets in a prototype, the other thing about good assets, is that they can be reused. ground textures are prototype agnostic, that’s why I don’t mind spending time on it. Along with the fact that I get lost in the activity of painting, some call it cloud Nine.
This was a lot of fun to do, and BB ( wow this name needs to change now – if you have any suggestions on what to call it, leave it in the comments of the game page ) continues to be my favorite prototype that I’ve made so far.
Added, bows and arrows ( read cubes and rectangles )as well as a shield to block incoming attacks, along with the portal! and some random other bugs, I mean features.
Added in some trees, they also blow in the wind 🙂
Added in somethings this evenin:
– Bouncy walls
– AOE bomb damage + damage display
– 5 second purge pick up
– changed character movements from rigid body movement to unity’s built in character controller
– added a win condition
Here’s the download Page.