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thebigmoose

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A member registered Jun 06, 2020

Recent community posts

Oh yeah i've def found a few, but they usually go through like step by step instructions which doesn't help a whole lot when it comes time to make my own model haha. I was hoping maybe there'd be some deep cut resources people that sort of go more over technique that people might know about. udemy is def a good resource that i've forgotten to check though, so i might have to do that.

huh, that's definitely not the answer i expected, but that actually does make a lot of sense! i guess like, you really need to understand the proportions and the way things fit together for it to really make sense. 

I'll definitely check those channels out! Looking at them, it def seems like a long journey but I'm dedicated as hell to my project so I'll make it work. Thanks for the advice!

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Hey there! I've been picking up a lot of blender lately to help make assets for my games, i'm pretty proficient at making inorganic objects and such and i've become pretty familiar with the overall modeling process. HOWEVER I have this road block with making anything alive, like humans, dogs, etc.

I was wondering if anyone has any particularly good resources for learning how to do this? Also any free human assets someone happens to know about would be appreciated. I wouldn't be using them in the end product, but i was hoping to have something to use during development until I manage to make my own human models.

oh I've actually been meaning to watch some of his stuff,  a friend sent me one of his videos the other week but i haven't gotten around to it yet lol.


Yeah,  that does seem like a really good thing to keep in mind.  I want to hopefully bake that into my process, plan what i can but make sure those plans are as easy as possible to change. I'm def gonna try fleshing out a smaller level, i actually just got dawn drawing out a rudimentary opening area that i wanna try implementing!

oh wow, thanks for going so in depth! I like that approach of like, starting off with the challenges/rewards before going into the actual geometry. It seems like that'd make it easier to build the level, since then it's a matter of how the landscape supports those challenges and rewards. I'll definitely have to try that!

I actually am making a metroidvania of sorts lol, I've always really appreciated cohesive world flow in those kinds of games since they *really* promote exploration and discovery.  Your methodology seems like it'd be great for like, making sure the local pieces in this broader world don't get lost in the sauce so to speak. 

Also I'm excited to try it out when i got a moment, i really like the look of it from the screen shots. You really managed to capture that old PC game magic with the art style.

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Oh sick, thanks for sharing that, it's really cool seeing other people's processes! That actually sounds a bit like what I've been trying out, sort of doing rough sketches with lil notes and stuff in it then refining that over time.  How do you decide what sort of challenges to present in front of the player where? Is it sort of like, stream of consciousness placement then refinement based on how it feels when you actually play?

Btw, def gonna check out your MM0 game, i love a good dungeon crawler like that, wish there was more of it being made out there lol

oh rad, i was actually wondering if segmenting backgrounds like that was something people did! It seems like the best way to handle a well thought out, parallaxing background. 

I think that in between method seems like a good solution for what i'm going for. I'm working with sprites, but I want them textured onto models to make animation/lighting easier (and hopefully come out with an interesting looking aesthetic lol) and that sounds like it'd work better with what you've suggested.  I might still try to mess around with tiled just to see how that goes though, no harm in at least seeing if it makes sense for what i'm doing.

Thanks for the advice, hope your project's going well so far!

Oh hey,  thanks for the reply!

That'd make sense, I'm actually ok with it taking longer so long as i can manage to translate my ideas well lol. 

That kind of haphazard placement is exactly what i want to avoid, I'm really trying to make a world that feels cohesive. I feel like all that front loaded work will make the rest of my process easier (if i know the world, i have a better idea of its fauna and what might motivate characters etc).

Outta curiosity what tools do you use? Rn I'm sketching on an MS whiteboard, translating the geometry with unity pro builder, then texturing it using aesprite (though i haven't gotten quite that far yet, I'm not much of an artist and that part still intimidates me haha)

hey all, after years of waiting I'm finally getting myself into game development! I'm a programmer by trade so that parts been easy,  and everything else I've been picking up with not too much difficulty. 

However,  I'm not super sure where to start or what the process looks like for building levels. Rn I'm trying to sort of think about my game world and its history and build off of that, sketching out a rough draft of the levels as it comes to me (it's  2d game so much easier to do lol).  And while that's fun,  idk if that's the best way to be doing it and i don't want to get too invested in it only to realize it doesn't translate very well. 

So, tl;dr! Do you all have any level design tips/tricks/tutorials you'd like to share? I'd also love to hear anyones general process!


Very excited to be joining this community,  hopefully my post wasn't too long winded lol.

love whole wheat, my girlfiend hates it though so i usually wind up baking white

wow that's awesome dude,  living that dream