Game Dev - 1 hour asset challenge part 2
2 years ago
General
So after some initial success, the challenge hit a bit of a stumbling block. Modeling a door.
Making the 3D tileset for the concrete hallways was fairly straight forward. Until I got to drawing a door.
The problem is a clash between the rules of the challenge, the spirit of the challenge, and the software I’m using. See, to make a ps1 style low poly door normally, it's basically a rectangle with a door drawn on it, maybe with a 3D handle if you’re being really fancy. Drawing a custom texture was against the rules, so that meant trying to model the details. Trying to do so in Crocotiles tile based system was a clumsy and tedious endeavour that took a long time and resulted in a bad looking door. I tried again, and while I did better, I wasn’t happy with the result.
I’ve decided I’m going to stick with the general theme of the challenge instead of treating the advice as strict rules. In the case of this door example, I’ll use the current textures for a base texture, and draw on the details I need. The handle can be a tile with a handle drawn on it. It’ll look better and be quicker to make than the current method. I’m focusing on the speed part of the challenge over the texture restriction, in part because I think the texture restriction is meant to be faster than creating custom textures for things.
Making matters worse, a game I looked up the night before for ideas called Lost in Vivo had the same broad gameplay concept of a horror game in underground train stations. That’s a real game though, not junk made for a self-imposed challenge.
Making the 3D tileset for the concrete hallways was fairly straight forward. Until I got to drawing a door.
The problem is a clash between the rules of the challenge, the spirit of the challenge, and the software I’m using. See, to make a ps1 style low poly door normally, it's basically a rectangle with a door drawn on it, maybe with a 3D handle if you’re being really fancy. Drawing a custom texture was against the rules, so that meant trying to model the details. Trying to do so in Crocotiles tile based system was a clumsy and tedious endeavour that took a long time and resulted in a bad looking door. I tried again, and while I did better, I wasn’t happy with the result.
I’ve decided I’m going to stick with the general theme of the challenge instead of treating the advice as strict rules. In the case of this door example, I’ll use the current textures for a base texture, and draw on the details I need. The handle can be a tile with a handle drawn on it. It’ll look better and be quicker to make than the current method. I’m focusing on the speed part of the challenge over the texture restriction, in part because I think the texture restriction is meant to be faster than creating custom textures for things.
Making matters worse, a game I looked up the night before for ideas called Lost in Vivo had the same broad gameplay concept of a horror game in underground train stations. That’s a real game though, not junk made for a self-imposed challenge.
FA+
