I am working on a game called FutureMania
here’s some photos and the link (please check it out, thanks)
Many behind the scene updates, some huge!
- Guest programmer, been a great source of inspiration and hope! Haven’t gotten any of this code into the game, but it’s looking great!
- All my gameplay ideas for launch all out on the table. It actually flows together nicely! I wasn’t expecting that! It won’t feel like 8 little games smashed together.
- GUI… I hate the limited graphics of GUI… But devforum saved the day! By mimicking a FPS, I created a GUI that has all the rendering capacity of Workspace!
- Combat code debugging festival! 1 full day hammering out every last bug in my combat code.
- Second key structure created, and lots of less important assets.
- Most importantly, I have begun rebuilding my startercharacter! With 6 months more experience under my belt, I felt it was time to retire version 2.
Version 2:
Early version 3:
And it’s a new version, so with new versions come new features! First time ever, I have an unarmored version (using normal mapping to make low poly look high poly). And caught up to today, I have learned how to do this with a single button. Feels fantastic!
Small loss in detail, huge gains for my game!
And thanks for putting up with my long post. New building!
whos excited for the holidays? made a little elf hat this week. i think it would look awesome in other colors
I swear, this thread just feels like a place for people to flex their creations and get traction for their games nowadays. (half complaining, there really is some genuinely amazing things here though.)
I don’t follow. What does that have to do with what I posted?
Omg I’m so sorry, didn’t mean for that to be a reply to your creation. Unrelated, but I did think it was cool though, keep up the good work!
Are you little boxes supposed to look soft?
The box looks soft, not metallic.
Better late than never!
Spent that last 2 days putting the new UIStroke object to work! So here’s a small peek at what I’ve done with it. (Text clipping was intended)
He’s saying that it doesn’t look metallic though.
IMO It’s too rough and definitely needs to be more reflective.
PBR textures are there for a reason, use em!
https://www.cgbookcase.com/textures
Edit; Altough if your using <20 parts for optimization, (which is is arguable if <100 part models affect performance that much) then I would just use the colormaps.
Edit2; Apologies if I’m coming off as pretentious by the way.
Hi, I’m a owner of bcrab (a development studio) working on our current game called household. Household is a roleplay game where you can become a police officer and capture bandits, cook the best dishes and more. Expand your imagination with customizable house builds and indulging outfits & accessories. Explore and find treasures by taking up on adventurous quests.
I don’t want to use PBR textures, especially when the container is not a mesh and I will need to manually tile mesh parts which is a pain. Using one mesh part as the container and putting PBR in that would not look good.
It’s fine rough as it is rn
It’s an effect called Depth of Field, it blurs the background/foreground to help direct focus or can be used as a stylistic choice.
Looks like a low poly version of the Portal radio! I love it.
Just a little obby that took me about a week to build
I am aware. I just wanted to put it in the simplest terms possible, but thanks.