Fafhrd on 20/3/2015 at 07:14
Yup, metaballs, like I'd said in the earlier post.
Back in the day they were good for faking fluids, and they're great in a sculpting workflow now.
henke on 20/3/2015 at 08:47
Yeah, awesome vid Faf. I haven't done any sculpting in Blender yet, but it looks like fun.
Renzatic on 20/3/2015 at 17:15
It is. I think sculpting is a lot easier to get into than regular modelling, since you're not quite as "bound by the rules", so to speak. When you're working with topology, there are certain rules you have to abide by get the optimal effect. You have to keep the way everything flows in mind, always aware of how it should be put together. Moreso than learning the basics of whatever program you want to use, this is the thing that takes the longest to become accustomed to.
With sculpting, especially when using stuff like dynatopo in Blender, or voxels in 3DCoat, you don't have to worry about anything but how it looks. You dab at it, you get what you want, and move on to the next thing. There's obviously a lot of skill involved, but it's not quite so technical.
demagogue on 20/3/2015 at 19:01
Speaking of sculpting voxels, I saw that (
http://voxelfarm.com/) Voxel Farm can be licensed for $20 now. In a nutshell, it procedurally generates a world according to rules you set, then you can walk around in it and sculp & texture it from there.
I believe with the cheap license you don't get sourcecode, so no game making, but you get the editor to build your own world, then I think you can export it as a textured polygon mesh at the end. I may get it just for the walking sim & building for its own sake.
Edit. Correction, apparently you can't export with the cheapest license yet. So I guess it's good for just building things, taking screenshots of them, and being a walking sim in the meantime. But apparently exporting to Unity and UE4 is coming eventually. That would really speed up the world making part of making a game. You're sculpting your whole level in-game, in a real world like base already made for you. Then you make the rest of it, the gameplay and UI, in Unity or UE4. That makes it actually a pretty powerful tool.
Yakoob on 23/3/2015 at 08:41
Quote:
If you have any suggestions, I'm all ears, because honestly this part drives me nuts too, but I'm not sure what to do about it.
Honestly i think your best bet might be separating movement from the action queue and giving it its own queue of sorts (this way you can both schedule moves and attacks even over multiple turns)
One example could be xcom. Iirc there you can either move within a small range and have one action left, or move in a far range but have no actions left. If you use an action first you still have the option to move in a small range.
In your case you could even have 3 different move ranges (2 actions, 1 action, no actions). And if you make a really long walk path ur guy will keep walking it automatically at varying speeds depending on how many actions you queue that turn. You can alter the footstep color (total path vs path this turn) so that the player instantly sees that, as he queus more actions, his available walk path for the turn decreases.
Pyrian on 26/3/2015 at 00:32
That's almost exactly what I am doing, lol. Obviously I need to make the options more clear.
Hey, what's a good synonym for allure, except for men? I don't want charming or charismatic. Magnetism? Beefcake? It's an upgrade for the berserker. I can't decide what to name it.
Sulphur on 26/3/2015 at 04:10
It pretty much is charm or charisma. You can use suave, perhaps. Suave berserkers, there's an image.
faetal on 26/3/2015 at 13:31
Wantefaction.