Pagina's

Showing posts with label Blender. Show all posts
Showing posts with label Blender. Show all posts

Sunday, 4 August 2019

Actual goats and improved gathering

Alright,  Monday morning.  I'm on my way to the office again.  What did I do this weekend? Well, mostly modelling the goat in Blender.  It's not rigged yet, so there might be some revisions later, but it looks like a goat and that's more than I expected at the outset.


This goat model is now also linked to the goat prefab and the dead goat prefab in Unity. A goat is a unit and a dead goat is a resource.  Goats are replaced by dead goats once they die. These are the things one needs to explain a conputer. Visually,  right now, a dead goat is a goat flipped to the side. Might revisit this later.


The next thing I made progress in, is the thing where resources cannot be brought to just any building. The little white domed building to the right is a Mill and mills are good for bringing food. Even though it's the closest building to the tree,  when the tree is cut, the resources are brought to the Zigurat. Food can be built to the mill. That kind of thing.


The other thing was fixing a bug. When the dead goat is emptied, the workers went looking for living ones to kill instead of the dead one nearby. I fixed that. Then I found that the guy started gathering the goat food a couple of meters away. Had to fix that too. 

For now, I'm pleased with how it goes. Some of the core features work now. I have these points that I mentioned the other day and there's the combat system coming up. Next, I'll see how the stuff works on a terrain instead of a flat plane. Next, there'll be the enemy AI to think about, then starting to replace placeholder things with better things to have it look and feel better, as well as review the GUI. 

This sounds like it'll take 2 more days. Well it does not.


Monday, 25 March 2019

Old man, idle

I'm ill, so I'll keep it short for today, because I've been Blendering around the last couple of days to replace the creepy maze guy. Well, I have one now and with some Mixamo animations, he does look kind of creepy, but better. I found out the maze guy is very old. He looks like Gollem in that pose, but this is called progress. I got myself a new placeholder.


What I'm going to do with this man is have him stand around like this and notice that when the player comes near, he starts whining for the player to accept his quest and fetch his whatever-it-may-be. I'll  go back to Blender later to make the animations myself so I can have more flexibility, but this is a nice start.

Saturday, 23 March 2019

Graphics...

I told you, I'm a programmer, not an art guy, but indiegame development makes people at least jacks of all trades. Or try to be one because making a game means... making a game.

Most of the posts I wrote up to now were about programming and I think that is what i'm doing best, but secretly I think I like making graphics too. Especially pixelart animations for the 2D game, but I'll need some 3D and vector stuff in the big game, so I ran a little Inkscape course on Udemy and downloaded Blender to make a character for my game.

It's not finished by any long stretch, but it is starting to look humanoid:


No head, nor feet, quite literally, but starting to get better. I might have to start all over again later, but at least I learn to work with programs and now I know what "extrude" means, so win-win.