Catalogue

Monday, October 31, 2016

Beast World: Base Model Creation Recordings

Part 1: Modeling


Part 2: Textures


Part 3: Armature


Part 4: Rigging


Part 5: With Commentary


Part 6: Face Rig


Part 7: Final Rigging


Part 8: Idle Animation


Part 9, Final: Running Animation


Part +1: Jumping Animation


Part +2: Wall & Water Animations


Blog 8: Final Blog

Writing so many blogs for the past few months have made me realize, this whole thing needs a remodeling. I already have Tumblr and Twitter to update, adding this page to my schedule is kind of counter-intuitive. So instead of updating every Monday, I'll be updating whenever I feel like it. This "blog" will instead be converted to an information HUB for my games, which means I'll be changing a few things this week. In particular I'll be updating the Beast World page with new info, probably on Thursday.

Monday, October 24, 2016

Blog 7: Gotta work on art

 

 I released 2 gameplay videos last week. This week and next I'm going to focus on improving the graphics, and that means I will not be as active online for some time. I can just barely record myself playing this game, so my computer is not fast enough for me to record myself drawing. I may also not be able to record gameplay footage anymore once the graphics have been improved, I can't even record at full quality right now. I'll probably have to ask someone to do that for me.

Monday, October 17, 2016

Blog 6: Stalling



  

  I don't have much to show this week, I should have prepared something ahead of time to use as stalling material. For this week though I'm continuing to update the Base Model videos, and I guess I'll put them over this page again.

  At this point the game is very close to being at a state where I want to show it off, but it still needs a bit of polish. Classes were tough last week so I didn't have much time to work on it, but I'm optimistic for this week. I want to finish the climbing and ledge grabbing mechanics, and at least start on either Dallas' or Dahlia's model.

  I'm also now thinking about writing down the game's story and "publishing" it on here too. I know at least one person who'd be interested in knowing Evanlily's story, so I guess I'll start writing it up between classes.

Monday, October 10, 2016

Art 3: Base Game Model Recording 2

  

Continuing my work on my base model for Evanlily Beast World. Like before, I will release the next few the videos on Wednesday and Friday, then update this page before next week's post.

Not much to say here. Since I finished the initial modeling and rigging with the last set of videos, this time around I'm just polishing everything up.

Monday, October 3, 2016

Blog 5: Tank Top Venus


I'm gonna start making these blog posts a little bit shorter from now on.

My submission to the Lewd Jam, Tank Top Venus, was released a few days ago. Play it here (NSFW warning) if you like. The game is unfinished and very glitchy, as usual, but I'm impressed with my first attempt at a 3D game. I'm positive the next one is gonna be 100x better.
Here's a speedrun of the game. It takes less than 3 minutes to complete.

Here are some sketches of the main character, I had uploaded these to my Tumblr account while I was working on the game. The clothes and body were finalized before the hair. From the start I had the idea to remove the enemy's clothing as the "lewd" theme, but before the main character was a succubus he was going to be some sort of love god. I chose to go with a female main character instead, entirely because I had the idea of having the main character's clothing also come off as a means of telling the player how much HP they had left.

The hardest part of making the game was programming something that didn't even end up in the final build. That is the ability to kick one enemy into another. The code is still in the game, and you can still do that, it's just that enemies won't be hurt from it. Essentially, the kicking move in the game first activates a large sphere collider to find an enemy, it's location based on your position and input. After it finds the first enemy, the camera creates a capsule cast in front of itself to find all enemies in view. After which, a ray chooses the enemies closest to the camera's reticle, and finally the kicked enemy is sent off towards it.

I need to plan out my ideas better. I wasted too much time on something I decided to not even use in the end. I didn't even know what kind of gameplay it would have until a few days after the Jam officially started. (I began working before the Jam start, which wasn't against the rules this time). The game's final boss was programmed within the last 3 days of the Jam. Even worse every single level, menu, and level asset was created on the very last day of the Jam.
It was a fun time, but more important is how much better my next project is going to be. To get the info on my new games when they're released, follow me on either Twitter or Itch.io.