Many game developers struggles with the continuous pull towards creating new more exciting projects, instead of finishing the one they are already working on. This is known as the “Shiny Object Syndrome” (Source) and it’s very common among game developers, and I have found that I’m no exception! I tend to love starting new projects, and have a hard time pulling a project through to the end, and finishing it.. I’m kind of aware of this problem, but it’s really hard to resist! But this time it’s different I keep telling myself! This time I’ve actually returned to a game I’ve worked on before.. Voila, battlemaze or codename bttlmz returns! A game I started working on after I released my last finished game.. This time maybe I’ll be able to finish it? Only time will tell..
I find 3D modelling in blender very fun, but it sure is time consuming. And it get even more time consuming when I all the time need to render out my scenes even though I only need the models for Unity.
Heres my latest render of Shackles Bay, Chuck’s home and arena. It’s in no way final, alot of it needs to change before it’s done, but it has about the right feel already.
I’ve put alot of work into the characters of Wacky waves lately just to get a feel of the style of the game and to try to get some inspiration for the continued work on the game. These characters is what will make the game feel alive, so I believe they are very important to get right. But they are also very fun to do. Check out this GIF! What do you think?
The two last days I’ve been creating one of the characters for the Wacky Waves game,”Chuck Shackles” the ghost pirate. I’m creating the characters in Blender3D. My skills are limited, but I’m taking my time with the models, keeping the poly count low, and keeping everything flat shaded and polygons single colored! Here is an early render of the character:
I also tried out Adobe’s mixamo autorigger and animations to take him for a spin!
I’m testing out new ideas for how I can achive foaming in my polywater shader without the use of textures, and I got this idea that maybe wireframing the shoreline would give a nice effect. At the moment I’m not sure about what I think.. a bit too styliced perhaps..
I’ve been working on my terrain/ environment generator alot since my last post! Mostly finetuning the tree-generation and placement and I’ve added grass-patches which waves in the wind! In this latest update I’ve also started adding gameplay elements like enemies! Not much yet, but we are getting somewhere!
It’s been a while since my last update, but I’ve been working on terrain generation for some time now. I’ve built my own Marching tetrahedron implementation. Which has not been the simplest of tasks. But I’ve got it working OK for now. I’m going to keep working on it.., it still needs some tweaking. But I thought I wanted to share. Have a look!
I’ve also worked a little more on my poly water and movement along the waves, which isn’t perfect, but OK at the moment.