Category: Project D

  • september 30

    more prop-making for the rooms in the dungeon and partially finished the one i was working on, so only five rooms remain! had some issues with the lightmaps but apparently i only have to keep increasing texel size until the artifacts go away????? shit works in mysterious ways, and it’s probably the way i do these rooms.

    also spent most of the day working on the animations i mentioned yesterday, they came out nice and the answer was indeed to work it on blender instead of using umotion in unity. umotion i feel should be used mostly to edit already existing animations instead of making them from scratch. like, it can totally do the latter but blender is just too comfy.

    that said these animations are mostly placeholders (for as long as they took me…) as i already began looking for nice freelance 3d animators that can provide extra animation clips. while i might have already found someone, please if you got some cool skills shoot me an email to hellyeahmoney@sukeban.moe so i can have you in my shortlist even if i don’t reply back.

    Newprogrammer is almost done with the new features in the n1rvanna story editor so that’s pretty cool, though a lot of nodes are awaiting for feedback and… well, i’m not the one who has to provide said feedback so that can take god knows how long.

  • september 29

    finished the model for the midboss (topology, texturing and rigging) and kept struggling to animate it for the rest of the day. I’m doing something really wrong here and i must find out what cause i don’t wanna waste more time doing this!!! animation is all fun and games except when it doesn’t look like the thing you had in mind, so i gotta regroup and maybe do every clip in blender instead of unity.

    new programmer is probably still working on the n1rvanna tool.

    that’s it for this kinda disappointing day…

  • september 28

    didn’t feel like i did a whole lot, but looking back i did get some shit done that i’ve been posponing, like decorating the rooms in the setpiece we are making (2 out of 7 or 8 rooms already mostly finished), doing props for those and began modeling the midboss from that very setpiece.

    newprogrammer is still doing N1rvanna Story Editor stuff.

    all in all pretty comfy, mostly just grinding instead of struggling and i prefer things to be this way.

  • september 26

    taking it easy because it’s saturday.

    made more props and a bunch of textures for the scene. wanted to keep it extremely flexible so they can be re-used a lot without worrying about the texture layout.

    it turned out pretty great but it’s still missing a bunch of things. i’ll go back to it once i get around making other recurrent scenes.

  • september 25

    worked pretty long hours and managed to almost finish the scene i was talking about. almost finish in the sense that i have a really solid grasp on the atmosphere, colors, textures and architechture i want to use and now i populate with props and all kinds of cool things. won’t show it just yet cause it really is an impressive vista, at least for me, so i wanna wait till i can set the scene up properly.

    as yesterday, newprogrammer is still working on the story creator features. he stumbled upon a small hurdle on the way but it was already solved.

    ufc tomorrow wheee

  • september 24

    forgot to update before going to bed hehe

    more work on the office scene, added more props and played around with another lighting pass, giving certain objects a very subtle specular that greatly helped to ground stuff into the world.

    also began blocking out one of the bigger, recurrent places so this one is getting extra care and i’m taking it slowly. doing the kits meticulously so it looks badass.

    newprogrammer is still working on more story creator features and it’s gonna be like this for a while more.

  • september 23

    back after a short made up holiday

    been modeling new scenes for the game, this time focusing on the Rozen Kreuz office. What’s Rozen Kreuz, you ask? well, the core premise of project D is that of a private bounty hunting agency pursuing… very unique outlaws.

    I thought the place was looking pretty already after the lighting pass so i took the chance to take a group picture.

    Reila Mikazuchi is the character i’ve been showing the most, but from left to right we have: Clark Renton, Reila Mikazuchi, Sarasvati, Faust Panzer, and Juliette Kidman.

    more details on them later!

    aside from this newprogrammer has been knee deep since yesterday with more features for the n1rvanna story tool and i’ve also been reviewing n1rvanna’s outline in order to iron out the bigger plot points and details. it’s coming along real nice!

  • late update from september 17

    most of my work on september 17 summed up to UI work and enemy design and reviewing new features like item crafting that still need some work to function just right. reminder here that i seriously need to get around polishing the rifle stance.

    i didn’t work on friday as i decided to finish my piece for the ghm zine and answer some emails for cool stuff we be cookin. i’m currently doing a small gamejam with newprogrammer so a cool game might be out by monday!

    Here’s my screenshot saturday contribution from this week. some fun grenade attacks that no longer break the player’s animations!

  • september 16

    made a big rework of the character menu, finally fixed a bug with the grenades, fixed another bug related to the game cursor not working correctly during item management and interactions not triggering, began working on the rooms from this section (there’s 8 of them), and apparently this new setpiece requires item crafting which we don’t have and wasn’t planned as a feature, but after talking about it we feel it’s the right thing to do so we’ll make use of item crafting now. i wish i could have gotten more work done, seeing as things are smooth atm but i keep getting a bit distracted due to weird sleep cycles. tomorrow i’d like to keep doing design work on the midboss, getting the UI to look just aight and polish battle stuff.

  • september 14 and 15

    Even more work on the current level but i’m happy to say this setpiece-thingy is almost done, only some aesthetic tweaks to some of the timeline bits (basically smoothly transitioning between puzzle cutscenes) and it’s gonna be ready to go. Made a small minimap real quick cause i was getting lost, but it’s fairly clean so i’ll just leave it.

    Did some design work for enemies and i’m about to jump to do a couple death sequences, plus start groundwork on the next set piece though groundwork is a heavy word, more like actually do it since all our tools are working just fine and i’ve been only asking for bug fixes, so shit’s smooth, very! It feels really good to make actual content progress instead of just systems. We could have reached this stage sooner if we knew more about unity from the start but having all of this experience in mind only makes me more excited about future games and the things we’ll be able to achieve in a short time.