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7/1/2025, 5:24:04 AM
>>529471576
>ask your brother to do the calculations of how fast you should be finishing each model to complete a small demo game in 4-6 months, remember that you also have to design them and draw the references.
We started this project because he wanted to learn C++, so I decided to help him create a game for him to learn it.
We aren't in too much of a rush and we might do a smaller game at the same time as this one, with less complex shapes and gameplay. Maybe some farming/friend slop.
I'm not too worried desu, I got him a bunch of courses for him to learn, and he's using AI at the same time to teach himself, he already got the character moving, switching between first person and third person (the game will be in true FPS), and locking on enemies.
On drawing and designing references, I'm skipping it almost altogether.
Picrelated is my reference files, some of them are just for art, other of landscape, and the smaller 5k one is reference specifically that I got over the last month for the game.
So I'm just picking and choosing ideas of characters and designs, merging them with others, and changing them to a different style, and modifying it.
I'm treating the sculpting as I would do for drawing/painting.
Honestly, what has me the most worried in the level design itself. I've got some ideas in my mind, but nothing too concrete, I watched the interview (or talk, can't remember) of the Voin dev, and he explained how he decides to create high detailed/finished pieces for the environment first, and then uses those pieces to create the world in a modular way, as it lets his imagination run more freely. This workflow resonated with me, so it's what I'm trying to imitate, that's why I'm doing the designs first, and afterwards will start making the basic shapes and procedurally generated a lot of the basic shapes through Houdini and AI tools.
Well, level design, and music, is what I'm dreading most. I've already got the basic story and gameplay written down.
>ask your brother to do the calculations of how fast you should be finishing each model to complete a small demo game in 4-6 months, remember that you also have to design them and draw the references.
We started this project because he wanted to learn C++, so I decided to help him create a game for him to learn it.
We aren't in too much of a rush and we might do a smaller game at the same time as this one, with less complex shapes and gameplay. Maybe some farming/friend slop.
I'm not too worried desu, I got him a bunch of courses for him to learn, and he's using AI at the same time to teach himself, he already got the character moving, switching between first person and third person (the game will be in true FPS), and locking on enemies.
On drawing and designing references, I'm skipping it almost altogether.
Picrelated is my reference files, some of them are just for art, other of landscape, and the smaller 5k one is reference specifically that I got over the last month for the game.
So I'm just picking and choosing ideas of characters and designs, merging them with others, and changing them to a different style, and modifying it.
I'm treating the sculpting as I would do for drawing/painting.
Honestly, what has me the most worried in the level design itself. I've got some ideas in my mind, but nothing too concrete, I watched the interview (or talk, can't remember) of the Voin dev, and he explained how he decides to create high detailed/finished pieces for the environment first, and then uses those pieces to create the world in a modular way, as it lets his imagination run more freely. This workflow resonated with me, so it's what I'm trying to imitate, that's why I'm doing the designs first, and afterwards will start making the basic shapes and procedurally generated a lot of the basic shapes through Houdini and AI tools.
Well, level design, and music, is what I'm dreading most. I've already got the basic story and gameplay written down.
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