aiaf Posted October 11, 2018 Share Posted October 11, 2018 Choices about main character. What model we use ? Its like a wizard/witch ? human or something else ? (orc/dwarf/monster/dragon) Maybe choosing something out of the ordinary could help our game. And add something to lore , drunken wizard ? and he keep searching for drinks and spell dont work very well if not drunk, but this will be hard to do model wise. Quote I made this with Leadwerks/UAK: Structura | Stacky Desktop Edition Website: Binary Station Link to comment Share on other sites More sharing options...
Rick Posted October 11, 2018 Share Posted October 11, 2018 Do we have anyone who can model a low poly wizard and animate it as well? I don't think it needs to be perfect or even really good honestly. With this style it can be pretty blocky. We just need something instead of trying for perfection. If he's going to have a wand he shoots thing out of I think some kind of wizard is ideal. From there as far as lore goes I'll let others think about that. I'm not a big lore guy myself. Quote Link to comment Share on other sites More sharing options...
gamecreator Posted October 11, 2018 Share Posted October 11, 2018 We can grab something from here: https://sketchfab.com/search?features=downloadable&q=wizard&sort_by=-pertinence&type=models or here: https://sketchfab.com/search?features=downloadable&q=mage&sort_by=-pertinence&type=models or any other search you may like (that's free and downloadable). If you guys like something, I'll download and animate it, unless we have an artist on the team. Quote Link to comment Share on other sites More sharing options...
Rick Posted October 11, 2018 Share Posted October 11, 2018 I like this one https://sketchfab.com/models/96f7931b188c44deb28319419fa608a2 Are you sure we can use these though? This one might make more sense with the style though: https://sketchfab.com/models/2bee14d9fbf649d28ba20aad3e0c6790 Quote Link to comment Share on other sites More sharing options...
gamecreator Posted October 11, 2018 Share Posted October 11, 2018 I like those too. I was also just looking through other sites (checking one more after this). Two more options: https://www.turbosquid.com/3d-models/rigging-gnome-3d-model-1194853 https://assetstore.unity.com/packages/3d/characters/humanoids/toon-witch-126942 And yes, the licenses are below the download button, in the description for the sketchfab ones (CC Attribution). Quote Link to comment Share on other sites More sharing options...
gamecreator Posted October 11, 2018 Share Posted October 11, 2018 Some more here: https://www.cgtrader.com/free-3d-models?keywords=wizard https://www.cgtrader.com/free-3d-models?keywords=mage This one could work as well: https://www.cgtrader.com/free-3d-models/character/fantasy/cartoon-wizzard Quote Link to comment Share on other sites More sharing options...
aiaf Posted October 11, 2018 Author Share Posted October 11, 2018 Can we use this one license ok , is in proper style but it doesnt have animation: https://sketchfab.com/models/2bee14d9fbf649d28ba20aad3e0c6790 You guys ok with this ? Wort case scenario we could use it like that no animation and animate just rotation from code. 1 Quote I made this with Leadwerks/UAK: Structura | Stacky Desktop Edition Website: Binary Station Link to comment Share on other sites More sharing options...
gamecreator Posted October 11, 2018 Share Posted October 11, 2018 OK, I'll animate that one. I'll start with the basics first: idle, run, jump, cast (like shooting a fireball from the hand), hit and death. The good news is that it's solid colors so we can easily make different colored wizards if we want (red versus blue, for example). I'm also going to need to educate myself on how to upload to bitbucket (though I don't mind sharing files here). 1 Quote Link to comment Share on other sites More sharing options...
aiaf Posted October 11, 2018 Author Share Posted October 11, 2018 Great Install some git tool from: Salstraf already found good tutorial: https://confluence.atlassian.com/get-started-with-bitbucket/push-code-to-bitbucket-861185309.html If you still have trouble catch me on discord i can explain. 1 Quote I made this with Leadwerks/UAK: Structura | Stacky Desktop Edition Website: Binary Station Link to comment Share on other sites More sharing options...
Slastraf Posted October 12, 2018 Share Posted October 12, 2018 I can model and animate a low poly wizard model in Blender, did low poly stuff before and it should be no problem. Again, I stress that we should make everything from scratch and not use other people's stuff. Only in the worst case Quote Link to comment Share on other sites More sharing options...
aiaf Posted October 12, 2018 Author Share Posted October 12, 2018 Hmm , I can agree with that. Can you do something in the style of the current wizard? Then can keep current wizard as placeholder with no animation. And focus on map, gamecreator your ok with that? 1 Quote I made this with Leadwerks/UAK: Structura | Stacky Desktop Edition Website: Binary Station Link to comment Share on other sites More sharing options...
mdgunn Posted October 12, 2018 Share Posted October 12, 2018 I think we should think carefully about third person and even needing a character, at this stage. I think it is one of those things where you are potentially opening yourself up to a lot of extra work. Don't get me wrong, nice to see some of the things that have come out so far but I would urge against pursing these things too far at this stage. Game mechanics and some sort of unique and interesting theme is the thing that I'd like to see some meat on the bones of at the minute. Would really like to avoid this game being to wander around a low poly map as generic cute wizard doing generic cute wizard things. I'd rather wander around some CSG brushes with no character (first-person) as long as there is something interesting to do there. I'd suggest keep the theme loose and abstract and be just enough to drive some mechanics, but not get hung up on being a story quest. Instead let mechanics and combination of mechanics allow you to sort of live it instead. Quote Link to comment Share on other sites More sharing options...
aiaf Posted October 12, 2018 Author Share Posted October 12, 2018 Imo we still hammering basic stuff, want something we can build on. For now we have to have a first map and character to just walk around, hope we do this by end of weekend. This will answer a lot of questions that now are not clear. Then we can invent some mechanics , i think the theme of island world in the sky can bring some unique ideas. Here is one idea for interesting mechanic: there are some small magic creatures on the island, they are the source of magic , a wizard can cast spells only in cross proximity to them, and they wonder around and can be killed Im pretty sure we can come up with some cool stuff Quote I made this with Leadwerks/UAK: Structura | Stacky Desktop Edition Website: Binary Station Link to comment Share on other sites More sharing options...
Rick Posted October 12, 2018 Share Posted October 12, 2018 Yeah, I say we give it to the end of the weekend to have, even if it's buggy, a 3rd party camera on a wizard (even if stand-in) walking around a blank terrain (even if not ideal terrain) with an intro screen. It's something to build on. Quote Link to comment Share on other sites More sharing options...
Slastraf Posted October 12, 2018 Share Posted October 12, 2018 I'd want to finish an enemy flying in a circle in the sky which is targetable and killable by the player's ward. Quote Link to comment Share on other sites More sharing options...
gamecreator Posted October 12, 2018 Share Posted October 12, 2018 No problem with Slasraf taking on the wizard. Happy to have him help (I removed the issue from bitbucket because I didn't know how to unassign myself). If he's doing an air enemy as well maybe I'll prepare a ground one as a placeholder. Quote Link to comment Share on other sites More sharing options...
Thirsty Panther Posted November 13, 2018 Share Posted November 13, 2018 Added Guardian character as a place holder for the wizard character. Since our progress is being slowed because we have nothing to build on. I made this using Fuse and Mixamo. This is the first time I've used this pipeline since Adobe has taken over. It was a trying process but hopefully is has produce a serviceable character. The character is a athletic female and has several basic animations. Walk, Idle, running, death as well as some attacking animations including a punch, a sword and a spell animation. Happy to add other animations if required. Quote Link to comment Share on other sites More sharing options...
mdgunn Posted November 13, 2018 Share Posted November 13, 2018 Great....any chance you could upload a screenshot? Quote Link to comment Share on other sites More sharing options...
Thirsty Panther Posted November 14, 2018 Share Posted November 14, 2018 Quote Link to comment Share on other sites More sharing options...
mdgunn Posted November 14, 2018 Share Posted November 14, 2018 Nice... so looks like third person controller may be back on as a possibility. Do you think you will be able to get this working effectively with the TP controller or would you prefer someone else to? Quote Link to comment Share on other sites More sharing options...
Thirsty Panther Posted November 14, 2018 Share Posted November 14, 2018 I'm happy to have a go. Quote Link to comment Share on other sites More sharing options...
aiaf Posted November 20, 2018 Author Share Posted November 20, 2018 This looks great. Can we get the character added to the git repository? Looking to make the first level, check the post in game design Thirsty Panther you need more time for this? Or we should go with first person for now Quote I made this with Leadwerks/UAK: Structura | Stacky Desktop Edition Website: Binary Station Link to comment Share on other sites More sharing options...
mdgunn Posted November 20, 2018 Share Posted November 20, 2018 Is there an issue here with high-poly character with low-poly design choice for world? Our reason for low-poly was (I think) partly to make sure modelling was quicker and more practical for us to do. It's a good choice for these reasons, even letting us get away with vertex colours for terrain if we wanted to. Having said that. I think that if we did want to go higher poly - by which I mean a bit higher res and proper texture maps - then that might be a possibility within what I think we're capable of though it probably would extend the time it takes. Quote Link to comment Share on other sites More sharing options...
Thirsty Panther Posted November 21, 2018 Share Posted November 21, 2018 Sorry guys, I didn't intend the Guardian model to derail the low poly theme we have. As I stated it is just a place holder as GameCreator can't finish the Wizard. I want us to keep the low poly feel for all the reasons we have stated previously. Apologies also because I thought I had already added it to the repository. I will fix this. Quote Link to comment Share on other sites More sharing options...
aiaf Posted November 21, 2018 Author Share Posted November 21, 2018 You have rights with the git repo i just checked. We just going to use your model probably, it fits the current theme. For rest keeping the low poly feel , and use vertex paint when possible. Quote I made this with Leadwerks/UAK: Structura | Stacky Desktop Edition Website: Binary Station Link to comment Share on other sites More sharing options...
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