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Hello members,
Okay I just thought I would re-write this journal because it was too long, and written in a bit of a rush (the longer I spend on journals, the shorter they get )
About unity
So I'm testing driving Unity with a kind of freestyle mini project, more or less following my 'default style' except for some recent interest in the knife tool (Blender's, but also doing "knife related" coding work on the side) which is making stuff look a bit lo-poly.
www.youtube.com/watch?v=5TQs-b…
I thought our game framework was getting old. Since I wanted to go back to something "more third person, more 3D", closer to Antistar and Project Spectral, I thought it would be the perfect time to transfer some of what we learned to an x-platform, 3rd party engine such as Unity or Unreal.
The toolchain (engine, level editor) needed to be free, cross-platform, easy to use so we can quickly get productive. Unity fits all these requirements.
Using Unity means that we will be able to do live demos (via plugin) and share the level design effort if some of you guys are interested.
I don't want dive into the Antistar Upgrade, or go back to Project Spectral while trying a new tool.
I think some help will be welcome with the test project; I will talk to some of our members about this.
It would be good to know what is everybody's availability over summer.
Other stuff
Recently (as part of "The Strain/Darwin's Nightmare project") I drafted a new OpenGL-ES2/3 renderer but with the incoming release of the Swift language and Metal framework, it is not a good time to write an iOS specific rendering engine using Objective-C.
I have ideas to further my interest in building rendering engines / game engines and other tools, but in the near future game production will stay to the foreground, and be disconnected from these efforts.
Okay I just thought I would re-write this journal because it was too long, and written in a bit of a rush (the longer I spend on journals, the shorter they get )
About unity
So I'm testing driving Unity with a kind of freestyle mini project, more or less following my 'default style' except for some recent interest in the knife tool (Blender's, but also doing "knife related" coding work on the side) which is making stuff look a bit lo-poly.
www.youtube.com/watch?v=5TQs-b…
I thought our game framework was getting old. Since I wanted to go back to something "more third person, more 3D", closer to Antistar and Project Spectral, I thought it would be the perfect time to transfer some of what we learned to an x-platform, 3rd party engine such as Unity or Unreal.
The toolchain (engine, level editor) needed to be free, cross-platform, easy to use so we can quickly get productive. Unity fits all these requirements.
Using Unity means that we will be able to do live demos (via plugin) and share the level design effort if some of you guys are interested.
I don't want dive into the Antistar Upgrade, or go back to Project Spectral while trying a new tool.
I think some help will be welcome with the test project; I will talk to some of our members about this.
It would be good to know what is everybody's availability over summer.
Other stuff
Recently (as part of "The Strain/Darwin's Nightmare project") I drafted a new OpenGL-ES2/3 renderer but with the incoming release of the Swift language and Metal framework, it is not a good time to write an iOS specific rendering engine using Objective-C.
I have ideas to further my interest in building rendering engines / game engines and other tools, but in the near future game production will stay to the foreground, and be disconnected from these efforts.
Antistar back in production
Happy New Year 2017
Last year (September) Antistar went back into production.
I created a group: Re-Antistar (https://www.deviantart.com/re-antistar)
Antistar is being re-created in Unity3D. Target platforms:
- PC/Mac
- iOS
- HTC vive and/or Gear VR
So far we have
- Produced a sketch replicating the original game. Main benefit is having simple code implementing essential interactions.
- Re-made 85% of the characters and animations (but many will need additional touch ups)
If you are interested (to follow progress or contribute) please join the group and I will add you as members.
It would be too long and maybe not so useful to explain why I choose to pick this up now. Ap
Updating and Texturing Antistar
Hi guys,
The main thing on the day's order is that we will, indeed, update Antistar this spring / summer.
We're currently experimenting with baking and diffuse maps, also as part of the ongoing Game Degree Zero project.
For the Antistar update I'll need help with the following:
- Modelling ( it's likely that we're redoing the whole thing, but not in altogether different style)
- Animation ( first iteration wasn't great all needs to be updated )
- Texturing - I would feel a lot safer if we have 2-3 people to help.
- Music - I'm thinking about Joel Carli, if you are reading this.
If you have significant availability between now and end of
No April fools
Hi team!
- The Strain is now updated, under a new name: Darwin's Nightmare.
- We are preparing an update to Game Degree Zero
- As I may have mentioned earlier, it is very likely that Antistar 3D: Rising will be updated this year, before we resume work on Project Spectral.
- Game Degree Zero and Project Spectral are announced on TA (probably the biggest iPhone game forum)
To encourage players to try "The Strain", both this title and Antistar are now on sale.
I'll be in touch with several of our team members for help with content creation and marketing.
New FB page: please support us
Hi!
Anime 3D SFX has a new FB page here:
https://www.facebook.com/pages/Anime-3D-SFX/632853186793641
If you got a Facebook account please take the time to...
- drop by and check it out
- give it a like
- share it with your friends
- spread the buzz: share/repost this on your page etc...
This will really help us as the game market is increasingly cluttered with... stuff, and there's hardly a promotion budget for our games at the moment.
'The Strain' is off to a difficult start, even so I feel very positive both about this new game and picking up work on Game Degree Zero, Antistar and Spectral (quite possibly in this order, as I anticipat
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