kuligs2

audio>
ableton, bitwig, reaper

icons >
gimp , krita, an old version of photoshop, sometimes blender renders i edit afterwards

3dmodelling>
blender, 3dcoat, zbrush

textures>
krita , photoshop, 3dcoat,old versions of substance designer and painter(i dont like the monthly billing programs 😉 )

    DJMaesen

    Audio >
    Ableton wasnt free last time i checked. So i discovered LMMS - similar to FL studio, but free - https://lmms.io/

    3D>
    zbrush too aint free. Blender sculpting is quite powerfull too. If you never used zbrush and went the blender route, you dont even want to go back. But i remember zbrush had better retopo tools to clean up the mesh after or during sculpting.

    I wonder why use any commercial software over blender in 3d modeling? Maybe you could shed some light on cons and pros ?

    2D>
    The ol reliable gimp i see? 😃 I find krita for image manipulation is not the best, it lacks the parametric things that gimp has, but its way more better to draw in than gimp 🙂.

    Few notes on SFX:
    That barrel breaking SFX is kinda out of the place. Sounds like not wooden barrel but something that contains metal cans. The gun sounds are great. Overall giving me the painkiller vibes. Pair it with intense BGM while shooting hordes and Bob's your uncle.

    Well hopefully youre gonna release this project. Wish you good luck!

      kuligs2 Audio >

      I really apologize, but I'm going to off-topic a little bit. You can use ocenaudio for music.

      kuligs2 why use commercial software?
      3dcoat is awesome , zbrush is just what im used to , never really tried the blender sculpting workflow
      i agree that the barrel sound can be improved

      finished the highpoly of the minion enemy model
      these are the slaves of the cultists in the game

        DJMaesen Is there a backstory of the game itself? Like why cultists, who is the punisher?

        Cool model btw 😃

          kuligs2 Like why cultists

          Don't you know that cultists, much like zombies, plague doctors or space marines, can infiltrate any level of any game they choose. Their essences live inside computer chips and they can materialize in you game during the development without any explanations ,whether you like it or not.

            kuligs2 the player is punished and thrown in a "forgetting pit" i dont know the good english name but its basicly a medieval torture pit
            .
            the antagonist is an evil queen.
            why cultists? i think ive played too much blood when i was young. i will find a way too make them fit in the game 😉

            the setting is somewhat "medieval, western fantasy" so there will also be knights with guns
            something like this concept art(not mine)

            heres an old model of mine that depicts the style of knights with guns.
            basicly no kevlar but all metal plating

              DJMaesen heres an old model of mine that depicts the style of knights with guns.
              basicly no kevlar but all metal plating

              Historically, it's quite accurate. WW1 assault troops' equipment:

                kuligs2 cultists is pesky little burgers

                Yeah, they always have more hitpoints than their appearance would suggest.

                If game mood is wwi-like then some cultists could spray mustard gas at player. This would also give them opportunity to wear those creepy wwi style gas masks.

                  xyz either suffocate from mustards or breathe in the asbestos particles from the filter.. them gas masks were double edged.

                  • xyz replied to this.

                    xyz gasmasks are a great idea, then i dont need to model a dozen faces 😉

                    finished the lowpoly minion, onto rigging

                      kuligs2 medieval <> ww

                      Oh, really? What's the subtle difference? Wildness is about the same. But I'm not talking about medievalism, I'm just pointing out the technical side. I should have said that everything is technologically correct. But, yeah, in the Middle Ages such technologies did not and could not exist. The level of industrial development is directly related to social relations in society. But this is so boring, and here it's just a beautiful game.

                      kuligs2 either suffocate from mustards or breathe in the asbestos particles from the filter.. them gas masks were double edged.

                      I'd wager cultists are asbestos resistant.

                      DJMaesen did you do it manually? or some auto retopo? Im always struggling with retopology..

                        kuligs2 always manual retopo, gives u much more control
                        autoretopo is for lazy people imo and doesnt give good results

                        Depends, if you are dealing with a situation where throughput is needed... I wouldn't say it's lazy. Rather efficient. And even if you have to fix a few things here and there. Time saved is still time saved per model retopoed.

                        6 days later

                        ladders and swimming are now working
                        thanks to a kind wizard 😉

                          DJMaesen would be interesting if the char had the power move to lunge forward with both feet kicking the enemies
                          Drop kick style

                            kuligs2 lol maybe
                            but im sticking to current abilities for the player, i fear scopecreep 😉

                            • xyz replied to this.

                              DJMaesen i fear scopecreep 😉

                              Rightfully so. It's a very dangerous beast 😃

                                xyz ill call the snipers in the game the scopecreepers (if i add a sniper enemie that is)

                                10 days later

                                wip 4
                                added smg did some environment work

                                Looks awesome! Maybe add a flashing light when firing the gun to simulate light from the muzzle flash, especially when firing the weapon in dark places. That would perhaps also add some subtle reflective light on the weapon itself. small details that could make a big impact.

                                By the way, it would be awesome for this project to have an image in the first post. This way, people could vote for it to be featured. (it's used as a thumbnail and preview image)

                                  MikeCL yeah a pointlight for the muzzle is a good idea. should be an easy fix.
                                  ill add an image to the first post

                                    DJMaesen your assets look very well done.
                                    I know you put a lot of work on the water, but it looks a bit flat, try using some vertex shader to move vertices around. just give the water more polys and sample a b/w height texture on the vertex.y.
                                    VERTEX.y = texture(Displacement, wavesUV).r * DispAmount;

                                      Jesusemora i kindof like the still water surface
                                      its indeed simply a plane, but its no river or sea so im currently sticking to it like it is

                                      kuligs2 Could try parallax occlusion mapping, but at glancing angles the effect breaks apart.

                                      8 days later

                                      im looking for collaborators
                                      pm me if u r interesred
                                      i can only offer revshare atm