I’ve decided to attempt the biggest project I’ve ever done. I’m going to make a 3D Action/Platformer game. I know this is too big for one person to do, but I have to see what I can come up with. GDC (Game developer’s conference) is in 6 months. I think I can at least get a good demo level done by then. I want to try to be open about development, as I think that will help keep me motivated to keep pushing. I work a full time job, and I have a couple other projects outside of work. I think I can put 20 hours a week into my game though.
I don’t want to reveal too much of the story yet, as I want to get a little more going before I reveal what the game is about. I can say that the game will revolve heavily around light. As both for visuals, and as a gameplay mechanic.
I think it would be fun to be open about the development. I think I will turn my blog into more of a dev blog. Yet, I also want to have a thread here in the blender forums as well so I can hopefully get some feedback on my models, textures, and animations. I can see my normal blog being more big picture stuff, while this thread will be more technical in relation to the art side.
Here is a quick sculpt of my main Shrew character that I busted out yesterday.
Right now I’m trying to retopo him. The idea here is to get something workable so that I can do game testing. Later, I will most likely remodel this character once I really nail down the look, and see what changes I need to make to allow all his abilities and animations to look good.
[ATTACH=CONFIG]400162[/ATTACH]
I will probably make his face more neutral, as I intend on animating his facial expressions. I like his little smile, but it might be better as an animation over a neutral base expression.
I bet I am going to have a problem with his legs area. He mainly walks upright, yet I want his fast run to be on all fours. So he needs to look good as both a biped, and a quadruped.
The arms, I will most likely put in a T pose. Here the topology connecting his shoulder is bad, and is definitely going to be redone.