Skip to main content

Revisions

As I go on with the project I try to do a little bit of coding or asset creation every day. Today I made some new helmets for barbarians:


Grimdark Helmets.

As well as revisiting the potions in 3D:

Lovely low poly potions.

I also spend some time everyday rethinking aspects of the game which have not been decided, such as combat, stats, character creation and role-playing. A few days ago I had a brainstorm about Social Status. As it stood, the idea was good, but in a fantasy game there are many different factions, some of them totally incompatible. I decided it would be best if characters could take ranks in different factions at character creation, just the same way as they spend points on skills or attributes, they could lose points of gain them through role-playing. You might become a knight after completing a particularly hard quest, or a high level character might gain control of the council of wizards. A very high level character might become king in a paper and pencil version of the game, and then lose their kingdom to a usurper.


Now factions are split, with different levels in each faction.


Anyway, for now factions and status represent alignment, class and several other concepts rolled in to one. For a starting character you can choose to spend points on abilities and skills, or on social status. Social status will help you out in role-playing situations, and will also be important for party management and morale.You won't be able to make yourself emperor at character creation, but you could spend all your points and become an assassin or a tribal warrior, or a hedge wizard. Or you could forgo spending points on status and be a pretty tough and skilled escaped slave, or a magician's apprentice.


Comments

  1. Those 3d potions look fabulous. I'm well impressed with them :)

    ReplyDelete
    Replies
    1. Thanks, they're just found images from the internet. After cutting out the potion pictures in the GIMP and resizing them I use Blender 3D to project the UVs on to some simple 3d objects. I do worry a little that someone may discover their pictures have been scavenged by me and complain, but the game is intended to be released for free anyway, with hopefully some kind of crowd sourcing fund raising deal to give me a bit of a reward for my ongoing hard work. Besides, most of the item graphics I've used are partly edited in some way, either recolored or combined with other elements.

      Delete

Post a Comment

Popular posts from this blog

Make your game models POP with fake rim lighting.

I was watching one of my son's cartoons today and I noticed they models were using serious amounts of simulated rim lighting. Even though it wasn't a dark scene where you'd usually see such an effect, the result was actually quite effective.



The white edge highlighting and ambient occluded creases give a kind of high contrast that is similar to, but different from traditional comic book ink work.


I'll be honest, I don't know if there's a specific term for this effect in 3d design, since my major at university was in traditional art. I learned it as part of photography.


You can find plenty of tutorials on "what is rim lighting" for photography. It basically means putting your main sources of light behind your subject so that they are lit around the edges. It can produce very arresting photographs, either with an obvious effect when used on a dark subject...


..,or as part of a fully lit scene to add some subtle highlights. See how alive the subject look…

How to... build a strong art concept.

So you want to make some art assets for your game. The first on the list is a Steampunk Revolver for your main character to shoot up Cthulhu with. Quickly opening your internet browser you start with a Google image search. Ah, there is is!

It might be a good idea to find a few influences so you don't accidentally end up copying a famous design.


Just mash them up and you're ready to go! Off to your favorite modeling program.
But wait! isn't there more to building a strong design concept than that?

Of course there is.
One of the diseases of modern design is that of recursion. Everything is a copy of a copy of a copy. This is especially a problem with "historical" concepts. Over the course of that recursive process the concept becomes infected with modern design elements, and ends up looking very similar to everything else that anyone else has ever made.
If you want to come up with a really fresh idea, you have to get beyond secondary references and go look at real …

Rockets

I finished working on the code for adding foliage and having some extra time I decided to experiment with the code for rockets.

The original idea I had was that rockets would be large vehicle components that can be fired very quickly, regardless of how much manpower is used for reloading.






They would use up a lot of ammo, so they would run dry after a short but devastating barrage.
The problem here is that it's easy to take advantage of this by adding a lot of ammo, which is much smaller than in bulk than the rockets.

There's also the problem of firing large caliber rockets. In real life rockets of up to 30cm were used, but I think that will be too powerful for the scale of combat in this game.



lol. Somehow that one trooper survived the mother of all explosions...

A 30cm rocket could contain nearly 30KG of explosive. That would be a very large explosion.

I've tried to balance the game by using a simple equation to make bigger guns more powerful, but hopefully not too powerf…