Gallery emptied. Commissions open. PW still in developmen...
3 years ago
If you're wondering where everything in my gallery went, it's now in Scraps. I only deleted one, and it won't be missed. Sorry for any confusion.
In place of what was, I'll be populating it with some 3D character models. Some practice, some commissions. You'll notice that I edited my user profile to include a link to a Google Form where you can commission a character model from me. Most of the info one might need is linked there, in the Terms, so I won't repeat it here. If you're interested, check the link. It's something that I've found I'm relatively decent at, and enjoy doing, so I'm gonna do it. Price can be negotiated to be lower than what the form says.
Now, if you're wondering what happened to Pelted Warfare, well... it's.. still in development. In fact, I kind of had to change the art style of the game for a few reasons, which means all the art I had made until now (models of characters, weapons, UI work, etc) is to be scrapped and replaced. I also started work on a game engine earlier in the year which is going.. surprisingly well. I'll make a proper, playable demo once I have one ready. For too long I spent prioritising game mechanics, physics, animations, visuals, etc. Stuff that could be shown off, yes, and might have brought attention to the project, but was either poorly thought out or didn't work alongside other things and ended up being wasted code. Case in point, oPW.
So far, I've done a rather terrible looking test player model, some decent looking trees, and some pretty good code in terms of emulating Unity's API - game objects, components, rigidbodies, that sort of thing. Ended up having to write my own physics too, since Bullet just wasn't performing well at scale - throw at it 500 dynamic boxes and it's fine, but throw at it 50000 *static* capsules? Nah, that's too much. I'm also making sure the engine runs on Linux with no need for installing dependencies of any sort, which is something I didn't pay any mind to for a good while; I'd go as far as saying I was somewhat hostile towards Linux and its users. Buuut having become one myself last year means my opinion has changed to a more neutral stance. It's a viable platform, even if memory management and page swapping are huge weaknesses of the system from my experience trying to run Insurgency Sandstorm and Arma 3 on Pop.
Now, I'm not a good programmer. In fact, I'd say I'm bad enough to say I can't even call myself one in the first place. I think the fact that the game still isn't finished, and that the code is the main part that takes up development time, goes to show that. Hell, often I find myself doubting if I'm competent enough to do it. Like, obviously I could've turned either of the three versions of the game into smaller games and sold them as part of a series, but would that have been worthwhile?
... probably, actually. It'd give more credence to my capability of completing a project. But now it's too late for that, and for all I know, the polished turds would still come out turds. The best I can do at this point is work on the game design. Not the mechanics, not the gameplay; that's the easy part. But the whole geopolitics system, what I've called 'war dynamics' in the past (and probably still will internally).
Basically... once I have more to show, I'll show it. Until then, I won't. I did post two or three videos of both the engine and a new dynamic music idea I had. The soundtrack for the game is definitely gonna change - those ambient tracks I did some time ago aren't going to be used anymore. Main theme is gonna stay, ending too, and the faction themes are still all perfect. Might license some Red Vox songs for loading screen and death themes depending on how contacting them goes, but that'll only come when I know I've got the money to do so. And to that end, I'll have the whole 3D modelling thing. It's not my dream, but if it funds the dream, then I say it's part of it.
In place of what was, I'll be populating it with some 3D character models. Some practice, some commissions. You'll notice that I edited my user profile to include a link to a Google Form where you can commission a character model from me. Most of the info one might need is linked there, in the Terms, so I won't repeat it here. If you're interested, check the link. It's something that I've found I'm relatively decent at, and enjoy doing, so I'm gonna do it. Price can be negotiated to be lower than what the form says.
Now, if you're wondering what happened to Pelted Warfare, well... it's.. still in development. In fact, I kind of had to change the art style of the game for a few reasons, which means all the art I had made until now (models of characters, weapons, UI work, etc) is to be scrapped and replaced. I also started work on a game engine earlier in the year which is going.. surprisingly well. I'll make a proper, playable demo once I have one ready. For too long I spent prioritising game mechanics, physics, animations, visuals, etc. Stuff that could be shown off, yes, and might have brought attention to the project, but was either poorly thought out or didn't work alongside other things and ended up being wasted code. Case in point, oPW.
So far, I've done a rather terrible looking test player model, some decent looking trees, and some pretty good code in terms of emulating Unity's API - game objects, components, rigidbodies, that sort of thing. Ended up having to write my own physics too, since Bullet just wasn't performing well at scale - throw at it 500 dynamic boxes and it's fine, but throw at it 50000 *static* capsules? Nah, that's too much. I'm also making sure the engine runs on Linux with no need for installing dependencies of any sort, which is something I didn't pay any mind to for a good while; I'd go as far as saying I was somewhat hostile towards Linux and its users. Buuut having become one myself last year means my opinion has changed to a more neutral stance. It's a viable platform, even if memory management and page swapping are huge weaknesses of the system from my experience trying to run Insurgency Sandstorm and Arma 3 on Pop.
Now, I'm not a good programmer. In fact, I'd say I'm bad enough to say I can't even call myself one in the first place. I think the fact that the game still isn't finished, and that the code is the main part that takes up development time, goes to show that. Hell, often I find myself doubting if I'm competent enough to do it. Like, obviously I could've turned either of the three versions of the game into smaller games and sold them as part of a series, but would that have been worthwhile?
... probably, actually. It'd give more credence to my capability of completing a project. But now it's too late for that, and for all I know, the polished turds would still come out turds. The best I can do at this point is work on the game design. Not the mechanics, not the gameplay; that's the easy part. But the whole geopolitics system, what I've called 'war dynamics' in the past (and probably still will internally).
Basically... once I have more to show, I'll show it. Until then, I won't. I did post two or three videos of both the engine and a new dynamic music idea I had. The soundtrack for the game is definitely gonna change - those ambient tracks I did some time ago aren't going to be used anymore. Main theme is gonna stay, ending too, and the faction themes are still all perfect. Might license some Red Vox songs for loading screen and death themes depending on how contacting them goes, but that'll only come when I know I've got the money to do so. And to that end, I'll have the whole 3D modelling thing. It's not my dream, but if it funds the dream, then I say it's part of it.