Got the enemy path finding and navmesh working.
#screenshotsaturday #WIP #lowpoly #survivalhorror
Posts by Lindsay✊🏾🏳🌈
📣New progress post available on our Patreon!
www.patreon.com/posts/behind...
#indiegamedev #gamedev #WIP
A small creature approaches — It’s Void Blob! ⋆˙⟡
Hello, we’re Void Blob Co-op, a worker run studio in Ontario, Canada making story driven games with heart ♡
We are excited to share some stories with you!
Find us at voidblob-coop.itch.io
#gamedev #indiegames #voidblob #videogames
Hey there Bluesky!
We're Mistik Studios, an independent Indigenous and queer led video game studio working on our first game, Kitch Witch! ✨
We create digital experiences that are grounded in community care, reciprocity and sustainability.
Hit us up if you're into that too! ✌️
#gamedev
screenshot of the level editor in Godot with the player character standing T-pose over the default model rig mid-roll.
ASSUME THE POSITION
#screenshotsaturday #indiegame #gamedev #godot
pixel art style poster with a top-down angle of a person approaching a deformed fleshy mass with a newborn infant on top. Angle and composition are a direct reference to the classic Akira (1988) animation frame.
Some key art @linrocketadrift.bsky.social has been working on for our unannounced survival horror game.
#indiegame #gamedev #art
When I hear about how much money the richest people get paid and see how woefully bad most of them are at their jobs, I'm convinced they're not being paid for their work; they're being paid for access to and use of the power they already wield.
I interviewed @sunsetvisitor.studio and @blacktabbygames.com about their upcoming game, Prove You're Human, and how the trend of developers becoming publishers is an emerging solution to *waves hands* the games industry. gizmodo.com/how-two-indi...
screenshot of Psychroma's storefront capsule on Steam. Short description reads: "Psychroma is a psychological horror side-scroller set in a haunted cyberpunk house. Collect cards and explore the memories stored on them to piece together your past. But the deeper you go, the more you expose yourself to the brightest heat, the warmest color... " 166 Very Positive Reviews, Developed and Co-published by Rocket Adrift and Gamma Space Collaborative Studio
Thanks so much for all your words of kindness! Please, if you played and liked Psychroma, leave a positive review on Steam!
A WIP mock-up of what our radio / dialogue system UI could look like.
#gamedev #indiegame #screenshotsaturday
The first iteration. He is much more flesh- forward and mono-chromatic. His texture are also a little too shaded and detailed for the more toon-shaded style we will be going for moving forward
Second iteration of the enemy rig design. Much more toon-y, closer to the Akira style guide, and simplified.
After the style changes, I had to revisit the enemy model and re texture it to bring in more of the Akira style and influences. Here's a side-by-side comparison of the first and second pass of the enemy rig.
I was also working on the enemy rig in tandem with the player rig. This was more of a design challenge due to his non-humanoid silhouette and deformations. The level of detail for his textured would have to be higher as well, to get across the gore factor.
A great start, but big changes in the way we handle the camera and gameplay came - the camera would become more dynamic and follow the player, and the player can now roll, climb, and crawl. I had to smooth out her polys more and make sure she was built for a wider range of movement.
I am happy with the results, so now it was time to clean her polys up and add clothing meshes and the rest of the textures. The biggest challenge here was capturing the clean, colorful style of Akira in the low-poly model.
The next steps were to put it all together and create an export pipeline from Blender to Godot. This would be the most technically challenging yet. Here is one of the first player rigs I managed to get up and running in-engine.
Here is an early texture test I did with a model based off of Kei from Akira (1988). The goal was to see if we could marry the style of Akira with the low-poly aesthetic we wanted for our survival horror game. I'm pretty happy with it!
Its time to learn more about UV unwrapping and texturing. I really expected this step to take longer than it did, but having previous experience with painting 3D sculptures in art fundamentals really helped here. There were just tips and best-practices I had to become familiar with in Blender.
Now was the step I was dreading the most - rigging. Like I mentioned earlier I had a little experience with animation in Blender years ago, but things had changed significantly since then. It took several weeks of finagling to get a rig that looked good and functioned properly 🫠
Now that I was becoming more familiar with Blender, I needed to start to model the characters in our survival horror game. I started with the player, and I focused on the proportions and scale, making sure the rigging would work with the General Skeleton in Godot.
Starting to play with texturing and stylization here with this low-poly girl. I used an Aseprite plugin with Blender to get the pixel art aesthetic I wanted.
I next started learning how to get more familiar with the tools and the process of getting proportions right, cleaning up the vertices, and so on. My next attempt is much more bare bones, so I could get the fundamentals.
My first ever attempt at a low-poly 3D model. Don't look too closely at the face lol
I started out pretty hesitantly, since I never worked in 3D before this year. I am a trained 2D artist and I've worked with Photoshop, Adobe Animate, Flash, and Aseprite before. I had a passing knowledge of Blender (having done a unit on it in high school), so I started small.
🧵Starting a thread here to document my 3D modeling and rigging learning journey! I feel like I've learned a lot these past few months, and I wanted to share my findings.
#godot #devlog #blender #gamedev
Check out our new behind the scenes post about our modeling and animation process on Patreon!
#3DModeling #Godot #Blender #gamedev
Please if you are invested in helping to upraise and support trans artists and developers, consider joining our Patreon. Every dollar raised goes directly into @slowntimeevent.bsky.social 's ability to continue her fantastic work. Thank you!
www.patreon.com/cw/rocketadr...
#transdayofvisibility
Graphic of horizon in trans pride flag colors, with the text TRANS DAY OF VISIBILITY BUNDLE: 16 short stories, novels, and novellas for $15.
This coming Trans Day of Visibility, consider reading work by trans women! I'm hosting the bundle but not contributing, so 100% of the proceeds go to them. Get hit sci-fi horror Kimmy by @badambulist.bsky.social, award winner Rotten Girl from @jemma.bsky.social, and more!
itch.io/b/3594/tdov-...
We're working on setting up basic room design and props as well as player movement in our first room level. We got stairs, crawlspaces and vents!
#WIP #godot #gamedev #indiedev #screenshotsaturday
low-poly, pixel textured character model in Blender. Close up of the face from a low angle looking up.
Re-texturing this guy to match the overall style of our game. What do you think?
#Blender #Godot #indiegamedev #gamedev
Watch me draw here! Eventually if we can build up the Patreon enough, I may consider doing live streams 👀🤔
Your last saved meme is your moral philosophy
Next week there will be another existential boogeyman designed to discourage you from pursuing art. There will always be a mosquito in your ear trying to convince you your creativity has no value. Let this Sora situation be a lesson. Stop getting pushed around by scammers. Make art
Working on outfits for the player character. Lots of options already... 🤔
#indiedev #indiegame #gamedev #art