wow it’s been a while since I updated here,
I was finishing a couple of contracts but was still working on GNOG! (previously called Gnah!) Yes we had to change the name due to a trademark issue. But it's fine, I like the new name.
So, little update on everything! We’ve been hard at work on getting a solid pipeline for having my sketchup models to work perfectly in unity (this one was tricky), we found ways for me to make animations/interactions in unity so 80% of the movement in the game would be my animations, and finally I learned a lot about unity’s particle system to make cool effects!
If you remember, originally my friend Yan was taking my 2d illustrations and converting them to 3D and adding custom lighting. This wasn’t a very productive workflow because he wasn’t available a lot of the time and I didn’t have final say on how the game should look. so i learned 3D and have been moving away from an aesthetic with lights to something that involves textured gradients and fog for a more toylike aesthetic.
Here is a preview of the things we’re working on, again no lights, added some gradients, more textures and details. I think i’m getting better at using 3d space instead of just translating my 2d illustrations into flat boxes. The models have more interesting shapes I think. Also, because I have full control in unity now I can predict how things will work out, and solve problems rapidly if there’s any.
Lastly, while things work fine when playing with a mouse, we really want to have a controller support, so we spent a bunch of time trying different control schemes that would feel good (since moving a mouse cursor with an analog stick is the worst). After trying a bunch of stuff we ended up making a giant cursor with a subtle ring that snaps to the nearest object when you hold down the A or X button...(as you can see on the first gif)
I’m now working fulltime on GNOG for a couple months so hopefully i’ll make more updates when I have new things to show!