DevLog 1: Starting Out
Welcome to my first DevLog for this project!
I've been working on the project for a few weeks, toying with ideas, researching visuals and so on. The project was born out of my desire to learn something new. I've tried learning Unity but found it a bit tricky. I'd been told by a friend that due to my comfort with Pixel Game Maker I may be better off checking out Unreal Engine. I gave it a look and fell in love with it's node system, not to mention I discovered a wonderful tutorial which got me to a comfortable point where I could toy with the engine and look up specific things I didn't understand.
So with a basic understanding of my first ever 3D game engine I realised relying on other peoples assets would result in a project that didn't feel very "me" so began my search for a good 3D Modelling option. I've had issues in the past with Blender, mostly because every tutorial is either too slow, or too fast, they either wanna explain everything down to what a mouse is, or they assume you already know how to use Blender and you're watching a tutorial on how to use it for a laugh or something!
As a result of this I stumbled upon, and fell in love with how simple it was to use Blockbench. Sure it's for highly simple models as it's software more often than not used to make stuff for Minecraft, but it was perfect for me to quickly pick up and make assets in. I was riding high! I made a bunch of assets excitedly...and then tried to import them into Unreal.
TURNS OUT that Unreal and Blockbench REALLY don't get on very well, at least when I tried to get them to play nice together. Graphical glitches everywhere. A cel shading filter I'd setup for my game had to be ripped out because any shadows AT ALL caused the models to freak out. Even removing all lighting and FULLY embracing the Megaman Legends look didn't fix weird graphical bugs. And thus with a kick in the shins I've bitten the bullet and gone back to Blender.
To speed up my process in Blender though I am using the super handy Pribambase which allows me to texture models in real time using Aseprite.
So at the end of Dev Log 1 that's where I am on the software front. I've also been working hard on concept art and game design but I'll save that for my next log as I've been rambling, it's 4am, and the sun is coming up!
So that's all for now
<3
-Timbo
Adventure Tower
Megaman Legends meets King's Field.
Status | In development |
Author | Timbo Johnson |
Genre | Action, Adventure |
Tags | Hack and Slash |
More posts
- OnHoldAug 21, 2023
- DevLog 9: Bad GuysJul 23, 2023
- DevLog 8: Happy ShopJul 05, 2023
- DevLog 7: SmithyJun 30, 2023
- DevLog 6: The TownJun 20, 2023
- DevLog 5: Enemies and DungeonsJun 17, 2023
- DevLog 4: Asset BuildingJun 12, 2023
- DevLog 3: Let There Be LightJun 09, 2023
- DevLog 2: Building a WorldJun 08, 2023
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