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TIGSource ForumsCommunityDevLogsTRTWNT [Looking for Voxel Artist]
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Code_Assassin
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« on: August 28, 2013, 02:05:52 PM »


The Road That Was Not Taken

TRTWNT is a board game with elements of FPShooters and RPG's. It relies on procedural generation in order to generate new experiences every time you play the game. Stats determine how the world and it's entities interact with the player.

Looking For Voxel Artist

I'm not going to bother with listing the feature set here, because it will probably change as development goes on. Have some pictures:



To-Do List: https://trello.com/b/IkTTvIPt/trtwnt

Event Log
--------------------
YEAR 1:

MONTH 1:


August 5th 2013 - Development Begins in Unity
August 15th 2013 - GHPZ joins team.


MONTH 2:


September 6th 2013 - TRTWNT was put on IndieDB

// LONG HIATUS DUE TO INJURY SOMEWHERE IN MONTH 2


MONTH 3:

 
October 18th 2013 - Resumes Development On TRTWNT

FAQ:

Q: What are you using to make the game?

        A: Unity3D, C#, GIMP 2.8 and Sproxel

Q: Who's developing the game?

        A: Code_Assassin(me) handles the code and art, and GHPZ handles the music and sfx. Others may join.


           

« Last Edit: October 21, 2013, 03:58:01 PM by Code_Assassin » Logged
ToddersLegrande
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« Reply #1 on: August 28, 2013, 02:10:05 PM »

FIRST!!!!!!!!!!!!!!!!!!!!!

Looks cool! Can't wait for more updates! Beer!
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Code_Assassin
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« Reply #2 on: August 29, 2013, 07:11:15 PM »

Working on an algorithm to generate random boards every time you play. Still needs more work...trying to flesh out the concept first before I bring it over to Unity.



Animated GIF for your viewing pleasure:



REVISION #2:

« Last Edit: August 30, 2013, 06:47:22 PM by Code_Assassin » Logged
Code_Assassin
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« Reply #3 on: August 31, 2013, 01:05:40 PM »


So I've worked on the board generator and I think it's ready to be brought over to Unity now. I'm thinking the boards should have sizes to choose from. For example, if the user wanted to play a quick game of TRTWNT then he would want to play on a small board. If he want to play a long game of TRTWNT then he would pick a big board to play on.

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Connor
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« Reply #4 on: August 31, 2013, 08:29:34 PM »

cool, nice work!
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Firearrow games
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blitzkampfer:
https://forums.tigsource.com/index.php?topic=52009.msg1280646#msg1280646

too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
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« Reply #5 on: September 01, 2013, 12:16:18 PM »

cool, nice work!

Thank you Smiley It's little comments like these that give me more energy to finish my game.

I might write a blog post later on about how the generator works but it's pretty straightforward.
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BomberTREE
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« Reply #6 on: September 01, 2013, 05:48:55 PM »

Let's go code, you got this man.
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« Reply #7 on: September 01, 2013, 05:59:00 PM »

Let's go code, you got this man.

 <3 <3 <3
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« Reply #8 on: September 02, 2013, 12:30:44 PM »



Working on bringing the algorithm over to Unity. It's not perfect yet, but it's getting there.
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« Reply #9 on: September 02, 2013, 03:08:54 PM »

I think it's finished  Smiley







I'll probably be posting more about gameplay now.
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BomberTREE
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« Reply #10 on: September 02, 2013, 03:18:48 PM »

Yess let's hear about that gameplay.
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Code_Assassin
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« Reply #11 on: September 03, 2013, 08:54:46 AM »

I made a to-do list:

https://trello.com/b/IkTTvIPt/trtwnt


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« Reply #12 on: September 05, 2013, 02:38:35 PM »

So I'm working on gameplay and I'm currently debating myself on the dimensions I should stick with. Everything is currently 2D but I think it would be interesting(and unique) if I merged 3D with 2D. If anyone has done this before and has any advice to give me I'd love to hear it. I don't want my game looking inconsistent, and I am fairly new to level-design.

I'm using a nice piece of open-source software called Sproxel for the 3D Sprites. Unfortunately, Sproxel exports to .obj only (and a few other formats),but when I put the .obj in game it was textureless. Turns out that Unity does not support .mtl files so I converted the .obj's to .fbx's using a converter I found online. Here's a model I made:


For now the players will just be a bunch of heads, but I'll eventually give them bodies... after some practice with Sproxel Wink

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« Reply #13 on: September 05, 2013, 07:45:11 PM »

Have you tried Qubicle? It's not free or open source, but it might have an easier pipeline to Unity.

Off topic, that animated .gif in your first post looks like it has a ton of frames but the file size is only about 2.5mb. Do you have any tips for reducing .gif file size without loosing a ton of quality? I'm trying to export a .gif with 107 frames from PS CS6 and it's over 11mb!
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« Reply #14 on: September 06, 2013, 10:36:49 AM »

Have you tried Qubicle? It's not free or open source, but it might have an easier pipeline to Unity.

Off topic, that animated .gif in your first post looks like it has a ton of frames but the file size is only about 2.5mb. Do you have any tips for reducing .gif file size without loosing a ton of quality? I'm trying to export a .gif with 107 frames from PS CS6 and it's over 11mb!

I honestly have no money whatsoever, so Qubicle is out of the question. I might get it when I finally get the funds, or some kind soul gifts it to me - but until then, no. It is a nice piece of software though and perhaps the best voxel editor I've seen/used.

I definitely did not hand-animate the gif you see in the OP, I used software called Licecap. If you're trying to record gameplay or something I recommend you use that rather than PS CS6. If you don't want to do that there are some other options Smiley

GIFTI - 10 MB LIMIT
EZGIF - 12MB LIMIT
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rocket5tim
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« Reply #15 on: September 06, 2013, 10:52:34 AM »

I definitely did not hand-animate the gif you see in the OP, I used software called Licecap. If you're trying to record gameplay or something I recommend you use that rather than PS CS6.

I just tried licecap and it's awesome, so much easier than what I was doing before.  Thanks!
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« Reply #16 on: September 06, 2013, 02:12:49 PM »

I definitely did not hand-animate the gif you see in the OP, I used software called Licecap. If you're trying to record gameplay or something I recommend you use that rather than PS CS6.

I just tried licecap and it's awesome, so much easier than what I was doing before.  Thanks!

Hey no problem man, glad I could help out Smiley

Also this is a thing now:



Don't let him stare into your soul.
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« Reply #17 on: September 06, 2013, 07:07:58 PM »

TRTWNT is now on IndieDB: http://www.indiedb.com/games/the-road-that-was-not-taken
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« Reply #18 on: September 07, 2013, 01:37:41 PM »

I modeled some more characters....





Pixeling in 3D is a bit different than it is 2D. I need to experiment with depth more. I don't want my characters too flat.
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« Reply #19 on: September 08, 2013, 12:34:40 PM »



This is full of win. LAN only atm, but I'm working on WAN.
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