Skip to main content

The Birth of a character

Hello all,

An update on what I am currently working on, which is inspired by a great tutorial on Udemy to make a glitch garden clone. I have taken it upon myself to adapt it and give it my own spin.

The overall concept for the game was created in 2D, but in my adaptation I am working on transforming it into 3d. A medium I am much more comfortable in, which is odd, as 2D games can be considered easier to make. If you are looking to create your own assets in 3d I can't recommend enough the use of Blender. A free 3d modelling package, which when you get past the learning curve can be a very powerful tool. Saving you hundreds of pounds.

https://www.blender.org/

My first character for the game is going to be the Archer. With a generic low health, high damage output makeup. First I build the 3D model working off many reference images, which when creating any form of visual art, is essential! Seriously from something as little as a background rock to a full 3d scene.


Before Texturing
After Texturing



Next I always rig them before I texture them, therefore only one UV map is used. I jot down a full list of animations that I am going to create, then carve them out. As with anything visual, it is good to start with the basic shapes and movements, then add the polish later. I am quite happy with the results, quite cheery wouldn't you agree? I would definitely have her by my side fighting off the evil menace!

Subscribe to my blog and earn a copy of the current game I am working on.

Be sure to like my facebook page: https://www.facebook.com/SunrockEntertainment

Check out my other games on https://sunrock.itch.io/

Comments

Popular posts from this blog

Convict Torpedo

I've been at it again, this time Dive Jam! Having never even touched water before, it seemed like a great way to expand my knowledge as a game dev. The theme that we were all given was One Breath, so I invented a dystopian world that has been flooded by mans own hand. Crime grew in their confined environment, thus a compromise had to be made. A solution that would both entertain the general public, as well as deal with the over flowing prisons... Enter Convict Torpedo, the convict execution game. Behind The Scenes Underwater Effect For me the first problem to tackle was how to make things look and feel underwater. A lot of it is the sounds, but also, the use of Fog. Luckily for me Unity has the tool perfect for the job. It was funny how the biggest thing I was worried about, turned out to be the quickest and easiest problem to solve! As seen below, the fog made a massive difference to the game! Before Fog After Fog Environment Blender has ...

Demon Rite: Creating A world at my Fingertips

Hey everyone, A small update on how development is going so far. Mostly it has been pen to paper and scribbling down lots of different ideas, focusing on getting some good design principles down first. I find experimenting a little can help fuel my ideas and I will hop backwards and forwards between unity and my pad. One of the first features I want to implement in this game is a procedural world for players to explore.  Thus making each world completely unique for your little demons to invade. There are many ways to tackle this, but I like to follow the principle of K.I.S.S... Keep it simple STUPID! Please note, everything art wise is all concept art. So I set to work creating a simple tile based grid system. - Each Tile is 4 x 4 units wide so it was just a matter of creating the world using a "God" tile - Each God Tile is a sum of all the different tile types I am going to have in the world - So far I have PLAINS, WOODLAND (well white cubeland atm), MOUNTAIN (Big...

The Power of A Goal

In my many months of messing around with Unity, I have started numerous projects, few of them to completion. I never seemed to understand why? I tried many approaches to the development of a game, some I "just winged it", others I planned everything down to how many hairs a character would have, but they all turned out the same, they all failed. Why? Lack of goals. The only games I have officially released have all been game Jams, and they all had a deadline to meet. A quantifiable goal to work towards. This is key. For without a goal, we are a homing missile that has no target. As a creative person, freedom is something that we require in order to be at our best, but without bite sized goals, it is easy to get overwhelmed by larger scale projects. How do we combat it? By using a tool that can enhance our productivity ten fold. A tool that can provide clarity through the mish mash of ideas being generated within our heads. A tool that can be used by everyone. A goal. ...