Showing posts with label devlog. Show all posts
Showing posts with label devlog. Show all posts

Thursday, July 16, 2015

Blender Barrel Complete

I am happy to announce that I achieved my goal for the day by completing my barrel project in blender. :)


Below you can see the high poly mesh which consists of a whopping 4 million plus polygons! Each part was modeled separately, sculpted, and manipulated into position before being used in the baking process.


The high poly was originally much higher polygon count, but my computer crashed when I tried to perform a Remove Duplicates vertices operation, so I went in and manually removed a ton of the vertices and faces from the inside of the barrel. Below you can see some of the barrel "gutted" on the inside.



The low poly mesh is pretty basic, which is why a lot of the shape from the high poly mesh does not translate too well to the lower poly mesh, but since this was my first attempt at such a process and as a learning experience, I think I didn't do too badly. Right?


The UV layout for the low poly is not too bad, but I know that it could be better. I just need more practice and hopefully I will get some useful advice from the cool people on the art forums I've shown this on.


Well that's all for now. I'll have more cool stuff to show later I'm sure. :)

Wednesday, July 15, 2015

Blender Barrel Beginnings

Well, my learning of Blender has definitely been going well I think. I wanted to model something and learn more about Blender along the way, so I asked my wife for a subject, and she said "a wooden barrel", and so I got to work. I have spent about 14 hours on this high poly model so far.

Most of that time was spent learning how to create my own sculpting brushes for Blender, learning what the sculpting tools do, and how they can be used, learning how to create my own custom UI components and tools using Python to speed up my workflow, and learning how to make use of the super-powerful modifier stack and multiple scenes.

I learned how to not cripple my system working with millions and millions of polygons in real-time with zero lag, I learned how to effectively make and use a "library" of objects for reuse, I learned that I can swap objects from layer to layer with ease in order to get them out of the way while working on another to reduce the polygon load on my system.

This is my progress so far.


Today I plan to unwrap my low-poly mesh and then bake the normal and ambient occlusion maps of my high-poly mesh to bring them in to GIMP for creating the albedo map and then finally taking all of the maps and my low-poly mesh into Unity for some production testing.

Thursday, July 9, 2015

Level Up!

It's been awhile since I posted last, and I'm sorry about that. I've been a bit busy with far too much. From choosing what direction that I want to go in with the studio, to working out details on my project, to finding freelance work, and to the reason for this update...I have finally jumped in the deep end and committed myself to learning blender, and it's going quite well much to my surprise.

Anyone who has known me for a really long time knows that I have always been a hater against blender for numerous reasons, mostly the unconventional UI, and the crazy usage of keyboard shortcuts for just about everything, and because it was "limited" in it's capabilities.

I WAS WRONG. SO WRONG. SO DAMNED WRONG I WISH I COULD GO BACK IN TIME TO SLAP MYSELF AND LEARN HOW WRONG I WAS.

Blender is by far the easiest to use 3d package I have ever touched. It is also the most comprehensive and complete package, and the best part about it is that it is 100% fully and totally legally F. R. E. E., that's right, I said FREE! And it's available for all major operating systems, so that means whether you use Windows, Linux, or Mac, you have access to this incredible software.

Now, the UI is indeed unconventional, yes, but this is actually a good thing. I wish more software worked the way that blender does. The manner in which the panels and controls are interacted with is far superior to anything I have ever used before. Take the hour or so that it takes to learn how to use the UI in blender and you will no longer think it to be a hindrance to the use of the software.

The keyboard shortcuts are indeed there, and some are downright crazy. I'm looking at you, you W-Key Specials menu! But it's actually pretty easy to use them once you learn them. It's worth the hour it will take you to learn the shortcuts. Here are a few of them to get you started.

In the 3D view in Object Mode:

Press the A key to select or de-select all objects in the scene.

Press the X key to delete the selected objects.

Press the G key to grab the selected objects allowing you to freely translate (move) them. Use this in addition to the X, Y, and Z keys to restrict translation to a specific axis.

Press the R key to rotate the selected objects freely. You can use the same axis restriction keys to your advantage here as well.

Press the S key to scale the selected objects freely. Same as the grab and rotate tools, use the restriction keys to have sensible scaling on an axis.

Press Shift+A key to bring up the Add menu. From here you can add things to your scene.

Press the Tab key to switch to Edit Mode.

That's all that I have time to list. Learn more by checking out blender for yourself! Below are some things I made with blender (the tree I modeled with Wings3D before learning blender) and have put into Unity for a quick turntable.



Monday, June 15, 2015

Toxic Sewer on GameDev Market

So I was surprised with some great news today. My tiles just got accepted on GameDev Market, please show your support and pick up a copy if you like them, or tell others about it if you don't need them.

In addition to that, Degica finally got back to me and told me that they have accepted the tiles as well, so they will soon be available on gamedevfort.com as soon as their art team puts together the promotional materials for the marketplace.

In other news, all my side-projects and smaller projects which have been in the works have just been shelved in order to free up time to focus strictly on a single project. The large RPG which we started four years ago is finally taking the front seat and will be the sole focus of Bang Bang Attack Studios from here on, until the release day.

Lots to do, and lots to learn to get this project rolling in the right direction. I will be posting more about the development soon.

Sunday, June 7, 2015

Redbubble

It's been quite some time now since I last posted anything. Mostly because I have been using a different computer and haven't had blogger open 24/7 like I had on my main computer.

Anyway, some updates are in order. For starters, I created an account on redbubble which you can check out here

You will find my digital art creations that I have selected for publishing on products. Theres some really neat shit there. If you have some spare cash and want to support my developments, please buy something!

In other news, I am working on a 2D top-down action RPG in Unity. No story in place at this time, but the game will heavily revolve around one of my favorite mechanics -- BLOWING SHIT UP! I love being able to destroy just about everything in a game, like in the Ratchet & Clank game series where you smash things to collect bolts. I want to also have non-perma-death for the things that get destroyed, so like you can walk into a town and burn everything in sight, leave, and when you return, it's back new to be burned again! >:D It's gonna be a hell of a lot of fun. I'm mostly in the early prototyping stages right now, with no final visuals and lots of ripped and shoddy art at the moment. Once I have something that isn't copyright infringing to work up some screenshots & gifs, I'll show off the project.


Tuesday, May 19, 2015

Where did the time go?

It seems like a lot of time has been passing between my posts lately. And I swear it FEELS like only hours have passed. Time is moving ridiculously fast right now for me. I cannot seem to keep up with everything. For those not in the know, my wife had a baby just under a couple weeks ago (so now we are a family of four) and that has definitely been something new. My son had spent a while in the NICU when he was born, so I missed out on all the fun newborn-y stuff, like the horrible black-tar shits, and the need to feed a zillion times throughout the day and night. So I've gotten little sleep recently, and it's got my head all over the place.

I'm trying to work on the minuscule freelance stuff I have left on my plate, and find new work to bring in the much-needed income we need. (Read: I have no work. Need Money. If you have something you need done, please contact me!)

I am also working on some new things to sell online. In particular, I am currently working on a post-modern top-down RPG tileset intended to be sold through gamedevfort.com I've been working on this thing for 3 days, and it's turning out pretty sweet. No, I won't show it off until it's up for sale on gamedevfort.com

My game projects have been stalled, but not forgotten. I learned some cool tricks from my daily "social media scan" process which I want to give a try for my S3D game project, and I have been planning some new projects in my head. Soon to be dropped into concept docs, and fleshed out more....Well, soon I hope. Father Time has been a real ass. Someone give him a sleeping pill so I can find the time to get things done!

...Back to work... er... no, wait. Off to sleep...dammit.

Wednesday, May 13, 2015

First Sale


I was just pleasantly surprised to learn that I actually got a sale on my HTML5 sliding puzzle starter kit on CodeCanyon!

This is the start of a whole new world for me. I'm very excited about the possibilities that are now available to me!

Saturday, May 2, 2015

On the Market

I woke up to a pleasant surprise this morning. CodeCanyon accepted my item with the new documentation. You can go grab a license by clicking here.

I am quite excited about this, and hoping that I see enough sales from this to give me a reason to continue to put up more items for sale. I have several more starter kits planned, and after a little while of watching this first one's sales, I will figure out if this is the way that I'm going to go with releasing the other kits.

If there is anything you would like to see me create a starter kit for, please let me know!

In other news, Zombies Til Dawn got accepted into the Game Shop on fgl, so I'm excited about that too. Hopefully I get some sales from that. And also, you should really give the game a play on Kongregate, as that will help support me and my developments!

Friday, May 1, 2015

Lotta Documentation

Hello, May!

Okay, well CodeCanyon rejected my item saying the documentation was lacking. So I spent a couple days writing complete and thorough documentation, as well as a thorough "idiot's guide" style ebook for those non-technical people that want to buy the item, and I also went through all the code and overhauled everything to make it as clean and simple as I possibly could. And I've just resubmitted the item for review. Hoping that it gets accepted this time. If it doesn't, I'm just going to end up selling it through my new Gumroad account. More on that later.

In the process I found Remarkable, a rather useful tool which lets me write in Markdown and then export a shiny styled PDF document. I'll be using this software quite a bit.

I have also learned quite a bit about HTML5 game development, and with this new-found knowledge, I am planning on putting together an educational course which I will be selling in the near future.

Monday, April 27, 2015

Testing the Market

I submitted my first item for sale to the CodeCanyon Envato marketplace before heading to bed last night. Crossing my fingers in hopes that it gets accepted and gets some sales so I can start to see some kind of ROI for my time investment.

If things don't go well with CodeCanyon, then I will end up selling the item myself directly via a PayPal button. But I really hope that things do go well. I've got a lot on my mind lately, and some extra funds would help relieve the stress.

Zombies Til Dawn has seen under 20 plays so far, and hasn't made a penny in ad revenue, so I'm rather depressed about that. I am considering selling the source to the game. Interested? Let me know.

My dashboard says that people are watching this blog, but I'm suspicious that it's mostly just bots. Please prove me wrong by actually writing a comment.

Thursday, April 23, 2015

Zombies Til Dawn

Well it's been a little while since I posted anything. Even though I completely missed out on LD32, I finished my game anyway and today I am here to announce the fully-playable and mobile-ready (to the best of my knowledge) HTML5 game Zombies Til Dawn.

You can play the game by clicking here.

I opted to avoid the use of any third party libraries. The game is made with pure JS, and should run equally well on all platforms. I've tested with my desktop in 3 browsers, and my android phone and tablet. I'd love to hear if the game works or does not work on your iOS devices or your browser.

I kept a log of all the time that went into the game, and it totals at 13 hours, 13 minutes, and 13 seconds... yeah, lol it surprised me too.

The game has an adsense banner so I can try to make a few pennies off of it. If you really like the game, I'd be happy to sell you an ad-free license. Contact me.

So... I know you are wondering What IS Zombies Til Dawn?

Zombies Til Dawn is a turn-based strategy game where the goal is simple. You must survive until dawn. Your means of survival is in surrounding yourself with explosives and hoping that the zombies get blown up and don't get to you.

I hope that you enjoy my little game. Well, not little, but minimalist. It clocks in at 1965 lines of code! Please, try out Zombies Til Dawn and let me know what you thought about the game!

Saturday, April 18, 2015

Behind the scenes

The past few days I have been carefully considering our studio's next move. Some things have come to light which have brought us to a position of needing to make some serious decisions with how to proceed. We have a few new projects that are starting the early stages of concept and design, and we are working on some new marketable resources which will become available for purchase in the near future.

I am working on a high resolution stylized castle tileset completely in vector format using Inkscape. I'm pretty satisfied with the results so far. I will have some visuals to show off soon.

Tuesday, April 14, 2015

Pushing Pixels

I have spent most of today working on some isometric tiles for a client. Tasked with creating damaged roman roads with a near photo-realistic aesthetic. I am needing to really stretch my pixel pushing powers to get this one done. I don't think I can show off the work publicly yet, so I won't be posting any screenshots of the set until I clear it with the client.

In other news, we've not been getting any positive feedback from publishers for our HTML5 game. So that sucks. Still waiting to hear back from a few more. I'm not going to get my hopes up though. I think the market is done for.

Saturday, April 11, 2015

Something fun


I have realized that I really want to work on an RPG. Nothing massive, just a simple down-scaled fun little RPG. I thought of first creating a typical top-down 2D RPG, but I wanted to create something that I could possibly turn into a larger game down the line, and I wanted to learn some more new things and hone my current skill set. Thus I have chosen to build a 3D RPG for the first time. I don't expect this to be a simple project, but I do intend to bring it around full-circle from concept to completion. I am creating a 3D remake of my SAWD RPG project. I am taking the game world and expanding from ASCII graphics to full-blown 3D. I am going with a low-poly aesthetic for my own sanity since I am the one modeling everything. I'm going to use low-resolution textures as well, with 64x64 being the most common size texture, with maybe 128x128 for characters. I'm not going to use normal mapping, or complex lighting.

3D modeling will be done with Wings3D for the static meshes, and I have yet to come to a decision for animated models. Textures will be created with GIMP. The game development will be done with Unity 5 using C# scripting.

Indie Legwork

We are trying to locate a publisher/sponsor for one of our HTML5 games, and have been contacting as many as we can find. You would be surprised how many there are, and how much effort it can take to dig up their contact information and write them! Each has their own set of quality standards and requirements too, and many are not English-native, so acceptance may require localization. Hopefully we find a bite soon and can actually see a return on our investment.

Tuesday, April 7, 2015

Mobile Music Creation

Working on a piece in AudioSauna
(blurred notes and removed keyboard to avoid illegal reproductions of my work)
For one of my HTML5 games, I needed to create some music tracks which were not crazy-long and large files, and sounded great on my mobile devices' shitty little speakers. I typically use SunVox for my music creations, however, I recently have started using a web-based composition tool called AudioSauna.

This tool provides a multi-track sequencer and apparently a sampler (which I have not used yet) and a piano-roll for editing patterns. Two synthesizer modules can be used to create nearly an endless variety of sounds, which opens up the doors to creativity.

You can save your project files to continue working on them later, and you can export both loops and your full song to .wav format.

This amazing tool is easy to use, and I highly recommend giving it a try for your next music composition.

Thursday, April 2, 2015

Pouring Java

I've spent most of today working on some in-house tools for increasing productivity. I got tired of writing out boilerplate code for my Java classes, and using an IDE's class wizards was annoying me to no end, so I ended up writing a little command line utility which I call pour. Get it? You pour java...anyway...

I developed my little tool using Ruby, since it is so great for string manipulation, and easy file handling. Pour is short on features, but works exactly as I expect it to, and only outputs exactly what I want, and is far faster than any class wizard I've found.

I can specify a local template file to pour, and it will use it to create the classes, or, I can create a template in my home directory to use the template globally, or I can use the built-in template. I can specify to generate an entry point function, and I can specify a package. These few features turned a task that normally takes about 3 minutes, and turns it into about a 5 second task.

In addition, I set up gradle and grunt for a very simple auto-build workflow that allows me to focus on the code editing, and not on having to build the project, run tests, build the jar, and execute the program. I can just edit the code, save it, and my auto-build setup does the rest. Very fast workflow. I like it a lot, and I'm going to have to find a similar solution for my C++ development now, because this kicks major ass.


Tuesday, March 31, 2015

Patching Pitch

It's not so much fun to find that you overlooked things in the production build of a game. And that typically means you're left with no choice but to scramble to patch things up. I've issued 3 patches for Pitch so far. Hopefully I don't find any more things that need patched up. The whole process is pretty irritating, and repeating it is even worse.

In other news, I'm searching for a market for my HTML5 casual mobile game which is finally finished and through beta, and I have gone through and fixed up the reported bugs and balanced the gameplay to the point where I am calling the game done. I've contacted a couple places so far, but no responses just yet. If you have any great recommendations on how to profit from a mobile-ready HTML5 game, please do not hesitate to get in touch!

Monday, March 30, 2015

The Darkness Shall Take You

into the Pitch mobile marketplace graphic

It's done. Finally. I just finished the process of putting Pitch on the Google Play store and the Amazon App store. I will post links on this blog to the store URLs once the game has finished going through it's review/submission process.

Until then, you can simply enjoy the gameplay video I created using Open Broadcaster Software, PowerDirector, and Unity 5.


Sunday, March 29, 2015

Pitch is Done

Well, almost. The development of Pitch is done. Now comes the not-fun-at-all part of being an indie game developer... The preparation of play store marketing materials, uploading of the apk, and the actual marketing campaign itself.

But for now, I need a bit of a breather. Going to work on freelance stuff and my AxonoxA project probably until Monday; Then I will start the grueling process of distribution and marketing of Pitch.