UnionVGF Indie Game developers (or thinking about becoming one) corner

I am back. Some of you might have known I was sick, last year it went very south, but I manage to recover & as they said, what doesn't kill you made you stronger.

Working hard for the past 2 weeks, & have some stuff to show for.
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A few recent modeling work. I managed to finish the key assets for Kitchen. Some selective 3D assets I made, many were repost from the random post thread, I thought I continued my game-related stuff here, & keep random thoughts thread to well random thoughts instead.

Feel free to comment.
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Holy cow. This looks amazing, like from an AAA studio!

Thanks! I've recently improved the UI, improved the lighting, and created some new assets, so it'll look even better. I'm trying to get this demo done by the end of the month. This has been a garbage year for getting anything done. Too many distractions from the virus and economy getting me down, so progress has been slow but steady.
 
And seems game I was making on health script is messed up, hmmmm not good, I got a backup as my old computer was damaged was testing the backup today, health drops to zero as soon as the game starts up
 


Removed the effect that comes when bolt hits as that was just to show that was hitting player, needs to make wait time a bit longer on the spin attack

I feel the Point of view is a bit too far. Have you consider a closer camera & see the results? What is your design principle for such a far camera, Just wanting to know.
 
I feel the Point of view is a bit too far. Have you consider a closer camera & see the results? What is your design principle for such a far camera, Just wanting to know.

Could try, just not easy getting the right distance, because got to see what is in front of you when moving around
 
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Could try, just not easy getting the right distance, because got to see what is in front of you when moving around
You could use popular ARPG like Diablo & Path of exiles as reference for camera placement & distancing.


Anyway. I am focusing until end of May to finish up my character's concepts (They will not be used in-game 3D but for 2D story, & enough details so it's easy when I send the concept for 2D artist to create the slideshow style cutscenes)

After which I will upgrade to UE 4.25, & start working on the layout of the asset for the bottom level of the house. After this will be which are both simpler levels.
My target will be

June-July
Bottom level (Kitchen/Living room/dining/library), level,

Aug
Attic & basement

After which I am pondering to do an outdoor level (or just make this part as 2D cutscene), & then a final level. Hopeful all levels will be done by the end of year, & I can release my 2nd main video for the game, before focusing on gameplay design (While coordinating with 2D artists for artwork) & coding next year for hopefully final release.

I will model only what is a need, & use assets from the asset store if possible & within budget.
 
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These outfits represent 6 different women, with slight design variant but easily identifiable via outfit key color which give players a point of reference as they follow the story/plot. They will appear in multi parts 2D cutscenes of the game.
 
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These outfits represent 6 different women, with slight design variant but easily identifiable via outfit key color which give players a point of reference as they follow the story/plot. They will appear in multi parts 2D cutscenes of the game.

Ah interesting
 
Another concept character. This time, I remember to resize smaller for web. I think I can use these portraits for my 2D cutscenes in dialog, & silhouttes when possible to save time.
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Example of silhouettes.(Random picture from Internet)
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Another portrait down. She was inspired by Dark phoenix played by Famke Janssen in the original X-men film.
Physically imposing, aggressive & powerful.
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Another portrait done. That's all for today. Her likeness is from Sienna Miller. 2 More portraits to go!
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I worked my S off to get this done. One last one to go. I think I have to restart new week, or risk burns out. These were done outside my regular day work.

I always feel 2D art is one of my weak link but I am seeing improvements, & efficiency as I work more.

I never cranked out so many 2D arts in such time. Key is not focusing on perfection, but "Good enough quality". Clip studio paint also really helps in giving the water color /pen inking look with so much control. The original full outfit work was done in photoshop, but linework & particularly mixing color to look decent is so much harder in photoshop than in clip studio paint.

In any case, I will be dishing Photoshop in September when the license expired as its too expensive, & between Clip studio paint & Affinity Photo (both one time cost paid for), I have all I need for 2D/photographic work.

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Last of the portrait done for the 6 sisters. She looks perfect tonight.

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I just upgrade to Unreal 4.25. I had a rough time getting audio to play work in video.
You would thought that must be the easiest thing to do....oh well. In the end, I have to separate the audio with video to get them running parallel.
Probably a good long term solution as it will be easier to localize language (If required, but not planned at the morment) since video & audio are separated.
 
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I hope you guys are motivated by what he said, & anyone who visit here & thinking of the first step. Confucious said a journey of a thousand miles started with a single step.
 
Panel for fireplace Top Side made for living room. The painting was a photoshot from a painting I bought at flea market for. Done in Substance painter

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Update the door frame. Generally, I avoid redo assets, but the doorframe & windows are eyesore & I final started the work to remake them, starting from the doorframe
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Layout work for th aisle area.
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In case you wonder why I keep the icons on. This is just to let people know this isn't a beauty render. I made a commitment to post my progress regularly.

Anyway, you can see the new door & frame integrated already in the project. Looks much better than the old one.
 
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