Skip to main content

Trolls

It may seem like the monsters I've been making are pretty undetailed, even old fashioned compared to more modern games, but I'm going for a certain look with the game, and the smaller characters allow me to get more on screen at once.

Even a big creature like the stone troll will be pretty small on screen, so the low poly and small texture sheet approach is just right for the game. Here's a picture of a couple of trolls at around real screen size:



You can zoom in a bit in game, and when they are animated you can see more of the details, but generally it's not that important to see every single tooth, or individual eyeballs, even with a character like this. I'm trying to create a look which is reminiscent of the old 2d RPGs, kind of like  3d pixel art. (similar to this)

Why? Because I'm working on my own, and I need to choose a simplified art style just to make sure I can make the required amount of assets in a reasonable amount of time.

A game like Skyrim has a team of 100 developers working full time for 3 years. For my project there's only me for a couple of hours each night, so I have to choose an art style which is achievable. 10 years ago it would have taken me weeks to make a monster like the one above, but these days there are so many handy tools that I can increase my workflow ten fold. It takes me a single evening to make a monster from start to finish.

EDIT:
For monsters which already have a mesh and armature it takes just an hour or two to bash together a reskinned version of the monster for use on other levels. I made a plant ogre for the vegetation level, or perhaps a sea troll:

It has an alternative walk cycle and attack animations so the fact that it reuses the base troll armature won't really be noticeable in game.

Comments

Popular posts from this blog

Back to Vinland.

I'm going back to my real time tactics project, Vinland 1936.
While working on the other project I overcame the problems which were stopping me from saving/loading the game and also cleaned up the base code a lot.

After a few weeks I'm getting near the the state I was in before.


Infantry are back to their previous state, and vehicles are running OK.
This time I'm going to push ahead with mocking up the combat system though before I work any more on the vehicle builder or graphical aspects of the game.

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…

Infantry combat and entering buildings.

I've been working a lot on the game recently and I've nearly rebuilt it to the level it was before. Past that maybe, since now I have the beginning of a working combat system and the ability to save and load the game.


Infantry can now occupy a building. It's quite an abstract representation, since they stay at the door and turn invisible. But they can then fire from one of the windows and take damage from shots at the windows too. I think I've set it up well so that when building damage and destruction is working then the system should continue to work.

For combat I tried some new ideas, but they didn't work out that well. It seems that it's important that viewing range should be further than shooting range. Now shooting range is pegged at 18 units of distance, while viewing range can extend out past that.

In the above image one unit has an officer, so has further viewing range. The other can only see as far as they can shoot, a dangerous situation since the en…