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Post by acp on Mar 12, 2021 14:10:49 GMT
Until the primary game loop is done I don't think we shouldn't worry about any assets. This means we will be using untextured primitives and the built-in UI assets. We can use the most basic of particle systems with different colors and properties as visual feedback for game events. After the first iteration of the primary game loop is complete, a good use of our resources would to split the team into some devs refining gameplay/mechanics and some devs refining the presentation. These roles won't be chiseled in stone and everyone can work on everything if they want to, but to avoid confusion we should know who is working on what at a given time. I've used opengameart forever for my projects. Here is a set of lowpoly textures I found that we can use for the first visual pass site opengameart.org/content/prototype-textures-pack That user also has some lowpoly throwing stars we can potentially use as projectiles.
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Post by coomer on Mar 12, 2021 22:36:27 GMT
If anything is actually being coded yet, I'm unaware of it. It feels a lot like nobody is going to do anything until we have defined realtime comms and a place to upload builds.
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Post by acp on Mar 13, 2021 14:06:29 GMT
We just finished our first collab meeting with lkw, metal, and me. So far we have a project up unity collab. I did a little scene infrastructure, lkw is working on player controls and metal is working on ai.
We don't have anything playable yet but we are meeting next week to keep grinding at it.
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Post by coomer on Mar 20, 2021 10:30:47 GMT
I don't think it's a great idea to be keeping the artists in the dark just because there isn't really anything visual to be done yet. I dare say all of us are probably capable of doing some level of work in unity, whether that's designing levels, finding bugs, prototyping gameplay, minor coding, or just looking at what's being produced to get to feel for what kind of assets/aesthetics will be practical.
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Post by acp on Mar 20, 2021 15:40:28 GMT
No intentions to keep anyone in the dark, but also don't want to ask for work that would end up not being used since the design hasn't been solidified.
Mainly we haven't decided on a theme so we are using placeholder and free assets temporarily until the game mechanics get more nailed down. After the primary game loop is completed then we can start working on expanding it. Once that happens we can figure out a theme/style at which point we will need the assets for UIs vfx, etc.
I haven't done any 3d art so I dont know the effort level required to make lowpoly humanoid models with a basic level of animation. I'm temporarily planning on using placeholders either free from the unity store or from mixamo or somewhere else that has free, rigged models. Right now we are using static primitive meshes until that primary loop is done.
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Post by coomer on Apr 3, 2021 19:31:09 GMT
So... has any progress been made? Are there realtime comms? Do we have a place to download the current project?
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Post by acp on Apr 3, 2021 22:11:03 GMT
Yes and yes and yes. The initial build with the complete game loop is playable here acp.itch.io/king-of-the-hatThis is what I was holding out for before calling for design and art assets. Realtime comms is on a matrix room, message metallicbiomeat for an invite. From there we can set you up on trello and in the git repo that is hosted on bitbucket. Edit: post with alpha proof of concept release announcement: kotakuinaction2.win/p/12i43wX1jH/kia2-gamedev-collab--we-made-som/
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