Yogr's new game

Discussion in 'TZT GameDev' started by Yogr, Mar 12, 2017.

  1. Yogr

    Yogr Meatball Sub Pro

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    Sear doing his own thing - doubt he'd want to stop that and work on my project.

    If anyone knows a 2d artist willing to work for free until project comes out (and then would get % based on contribution) please let me know, lol. I talked to a few people some months back but it's really hard to get commitment from artists. I could probably find 4 or 5 engineers to team up with before finding a single damn artist
     
  2. Agrul

    Agrul TZT Neckbeard Lord

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    why not just advertise on the unity forums looknig for a partner? all kinds of ppl do that
     
  3. Vlaara

    Vlaara Maaruk the Mighty

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    sounds like artists.

    idk @Sear what u think nigga? Wanna add ur strawberry fanta to his froot loop bloopers nigga?
     
  4. Utumno

    Utumno Administrator Staff Member

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    I thought you were just using Golden Axe art? Couldn't you just crib everything as a placeholder for now?
     
  5. Sear

    Sear TZT Neckbeard Lord

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    I don't think I have the bandwidth. I barely have time to work on my own game art.

    Yogr and I were already spitballing another side project, and I am dialed in to finishing a feature-and-art-complete demo/milestone of my game (which is not vaporware Red u fuck). Shit takes a long time to do right.

    Just out of curiosity: how many (total) NPCs/characters do you think you have in the game, Yogr?
     
    Last edited: Sep 18, 2017
  6. Havlen

    Havlen TZT Abuser

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    There are a few websites like open game art that have free assets including some sound effects:

    https://opengameart.org

    Hardest part about collecting free or very cheap assets is cobbling together a set that looks decent together. I finally bit the bullet and bought some for my last project, and for the one I'm working on right now, I did a kickstarter to get some graphics.

    I wouldn't recommend using copyrighted material. That's something that could potentially get the entire dev account banned.
     
  7. Agrul

    Agrul TZT Neckbeard Lord

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    [​IMG]
     
    Vlaara likes this.
  8. Sear

    Sear TZT Neckbeard Lord

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    There is the option of heavily referencing existing game art (e.g., https://www.spriters-resource.com/arcade/ddshadovermyst/) but obv this is a very slippery slope. Well, unless you're Flappy Bird. That dude did not give a fuck.

    Axiom Verge is as close as I would cut it. The dev clearly cribbed some sprites from the original Metroid, but he changed them up enough to where it's not an issue.
     
  9. Yogr

    Yogr Meatball Sub Pro

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    Copying other's art is basically going to be my strategy.

    Ideally i'd love to have a ton of sprites, but having interchangeable armor parts show up on your hero is a *must* for me. I can't put my name on an RPG that doesn't change the look of your hero as you get gear. (Still debating doing a Diablo cop-out where it just upgrades leather -> chain -> plate, but...)

    I was going against Spline at first, but really Spline gives the best shot for me to have a sprite based look, with lots of armor sets, and low production cost. The negative is the animations would look.. well.. not ideal.

    Castle Crashers has some cool techniques with Spline style animations that I'm going to steal. They use one set of animations for all their weapons and characters (even though their armor doesn't change out)

    So.. What I need to do is "mimic" some art on the webz that I like, turn it into spline-able parts, and then set up one set of animations for all humanoids. (instead of 1 whole sprite sheet per enemy, and per armor set. that would be a ton of art.)

    Here's a rundown of art assets I'd need to create just to feel comfortable releasing a version 1.0:
    1 Single-player campaign map
    1 "naked" hero body parts
    2 goblin (warrior, archer) body parts
    1 orc
    1 minotaur
    1 knight enemy
    1 robed mage enemy
    2 skeletons (warrior, archer)
    5 bosses (1 for each level), will probably have 1 or 2 custom Spline animations for these as well
    5 sets of level environment parts to build stages out of (ground, trees, bushes and shit)

    I already have weapon packs, armor packs, tons of UI icons, sound fx, particle and spell effects, all that stuff already built. Just gotta grind through this game art.

    I would maximize the enemies by making variations, i.e. goblins will be turned white for frost goblins on ice level, red for fire level, etc.

    Would probably release a beta to y'all with just the map, 1 level environment done, the goblins and one goblin boss. And the hero obviously. Just gotta focus.
     
  10. Utumno

    Utumno Administrator Staff Member

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    Ya I guess what I'm saying is that if there's a choice between stealing/mspainting some placeholder art bits that are barely functional just to get the project into the hands of ppl who can beta test for you and have the satisfaction/excitement of seeing your game working, or getting discouraged because you don't have all the art bits that meet your personal v1.0 standards, it seems better to go w/the former.

    Caveat, I've never done a project like this so I'm probably talking out my ass. But I've played fun/passable stick figure games before so my my standards there would be pretty low esp. just to test something out.
     
  11. Yogr

    Yogr Meatball Sub Pro

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    I mean, youve got a good point.
    That's kinda what I did w the web demo and goldenaxe sprites.

    I think the amount of work required to move forward with more placeholder art is only slightly less work than actually putting in original content. It just comes down to the fact that I haven't done either one yet.

    This thread may just help me get back on track though, tbh, lol. I'm gonna get my art environment set up on MacBook tonight, and try to run through a Spline tutorial.
     
  12. Vlaara

    Vlaara Maaruk the Mighty

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  13. Utumno

    Utumno Administrator Staff Member

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    Awwwww yissss
     
  14. Agrul

    Agrul TZT Neckbeard Lord

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    is spline the name of a package for generating sprite assets? why's it called spline. do they use mathematical splines
     
  15. Yogr

    Yogr Meatball Sub Pro

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    Not sure on the reason behind the name. But they basically put the whole concept behind skeletal rigging from 3D into the 2D space. It grabs pixels and assigns weight to the 2d mesh, and allows you to animate the bones instead of the pixels. So you can reuse the animations.

    Just like a 3D rigging / IK / animation system.
     
  16. Agrul

    Agrul TZT Neckbeard Lord

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    o i c

    that could use splines so maybe it does use splines i bet it uses splines
     
  17. Utumno

    Utumno Administrator Staff Member

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    ur mom is a spline
     
  18. John Zee

    John Zee Good news everyone!

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    Where the fuck is this fucking game Yogr.
     
  19. AgelessDrifter

    AgelessDrifter TZT Neckbeard Lord

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    I'll only play this game if the character design is by agrul
     
  20. Yogr

    Yogr Meatball Sub Pro

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    Sitting on my hard drive. Not ready to file it into the "will not finish" bin yet but my motivation to create artwork or find an artist willing to work for free is about 0 right now.

    However, I am working on getting art through another means, but it's going to take some time. Hopefully I'll make a post about that in another month or two. If that shit fails, I'll go back to doing it by hand and just releasing it with whatever shitty art I come up with.