Digital art, photography, writing and horror.


[Tools]
Blender
GIMP
Olympus 4/3 Mirrorless OMD-MK-II Camera
Libre Office
Lack of Sleep


posts from @Gliz-Caldo tagged #gamedev

also: #game dev, #gamedevelopment, #game development, ##gamedev

One of the annoying things of learning to make a game is learning to do more things. Thankfully I've chosen methods that I have confidence in so the game is a possibility and not just a concept floating in development limbo.

Actually, that's one of the reasons why I got started with Blender. I asked a friend what programming language they would recommend for game development and somewhere along learning it I thought I need to learn how make my own assets to test out the code.

Then I had too much fun with Blender, but it has taught me more about developing a digital space. I also have been studying models closely in games (Nintendo recent releases and low poly games, specifically) and try to imagine how the models were put together.

However I have to work within my current means. Which limits me to maker-engines like RPG Maker and utilizing pre-rendered graphics. It's not exactly like developing a game in Unity or Godot, but it's a start.

One of the hurdles I need to learn is how to make my own textures and normal maps for detail. I have been using the method of making a texture procedurally for some time, but a texture and normal map will be necessary for when I want control over the texture instead of letting Blender figure it out.

Before I continue, let me explain what "procedural" means in the context of Blender textures.
Literally it is just using the shading nodes that come default to Blender, and make the ideal texture by playing around with it until the best result is found. Fuckin' around and findin' out, basically.

For textures not procedural, there's a way to make custom normal maps through Blender, but I have access to some software years back that makes normal maps super-easy. It ain't perfect but it is a good start.

This will be necessary for textures like plants, complex structures and characters, because the procedural texture won't let me add specific details. And right now, I am basically making my own custom texture pack for projects.

Might give them away someday!



I got another sneak peek ready for what to expect the visuals to look like for the visual novel.

This time I want to share what I have in mind for the environments. The world is full of abandoned buildings and overgrown with flourishing plant life. The choice of aesthetic is working in my favor because I don't have to work that hard on realism. I will include plenty of plants, but I need to keep in mind that I am imitating early PC games.

This project is helping limit myself purposefully. I'm challenging myself by making the most out of minimal colors and depth of detail. Typically when I'm working on a project, a particularly strong urge to make the most realistic outcome complicates the whole thing.
When imitating early PC games with pre-rendered graphics, I have an adequate reason why to let go of that nagging sense of perfection and realism.

I might try making better flowers, but for now we got primary color tulip-looking things that grow in clusters. I'm leaning towards keeping them, because its a charming imperfection. There's always room for improvement anyways.

Textures are mainly going to be procedural. I don't have much experience with custom image textures, but I'm going have to start somewhere!



I got a sneak peek ready for what to expect the visuals to look like for the visual novel.

In a previous post I talked in excruciating detail about making an effort to make the visuals look like early PC graphics. Hope this shows I'm serious. Obviously this preview is a screenshot from a Discord chat. I figure cropping out the rest of the image is decent theft protection. Lol.

Gameplay is going to be like a visual novel with RPG elements. Lots of dialogue and descriptions wherever I can fit them. Feels like a good practice for writing.

Story takes place in a recovering post-apocalyptic world. It is a story I like to think radiates more hope than despair.

I don't know where I should upload it when it's done. I hear Itch is cool with all kinds of projects. Gamejolt rolled back it's gaming-focus and shifted towards a game-centric social media platform. I heard that Gamejolt doesn't allow NSFW content anymore, which sounds like to me that even my own projects (containing nudity or otherwise) will be throttled for not being strictly family-friendly.

Anyways, the development resumes! More updates when there's something significant to share.