SamSuka
Parodos
Parodos

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A nice November Status update!

Hello, hello!

It November and Christmas stuff are already appearing in the stores. At this rate, in ten years or so we'll probably be celebrating it in the Summer.

My monthly status update on the other hand is up a bit later into the month than usual, but work goes on! Anyway, here's what's happening at the moment:

0.57.1 has been out for Patreons for a while now!

And I plan on releasing the previous version for the public fairly soon!

Next, I'm planning to work a lot on events around town and also a turning point in the story, that will lead to the Protagonist possibly being open for human relations.

In order for this to happen, I am must first get all the Townspeople's 3d models ready for animation, as they'll be getting some more screen-time.This means remaking the models in Blender, shading & textures, hair, clothes and so on... Some models might even get a bit thicker... or flatter, since I'm able to sculpt them now...

It's a time consuming process, and I'm already kinda low on free time in general... so I'll be quite busy behind the scenes for a while. But at least, you'll only have to this type of set-up once per character, so once it's done, it's done. I've also been learning Substance Painter, so you might see some HD texture updates for the characters down the line, but I need to get a bit better at painting skin first.

And yes, there will still be a game update, maybe two, but definetly one, this month as well :-)

In case you missed previous updates, and you're wondering why the models are being remade in Blender, or what Blender even is, here's the quick rundown:

Blender is a 3d program which is way more powerful than my old one, and it will open up for many new animations possibilities that weren't even possible with the old one.

You know those guys that make extremely high quality animations on Twitter... often involving Lara Croft or Overwatch characters... Many of them use Blender. And I've been doing my best to learn/steal some techniques from them.

Thanks to Blender, Characters can now grab and squeeze each other, one can expand and stretch things in new and exciting ways, there's many new possibilities for fluids and physics, lightning, and yes, there's even new ways moving the camera around. Also, I can now build any background environment I want. Meaning for example the 3D background in renders can be more similar to what you see on the 2d pixel art maps. I think it'll make the transition from 2d to 3d a bit smoother. And you could also get 'creative' with how characters interact with the scene they're in.

It's been a big fucking pain in the ass learning this program, but I strongly believe it will payoff big-time.

Additionally, the old models were kinda low poly actually. Problems started appearing when you tried giving them some larger 'assets'. I'm not allowed to include nsfw images in a public post, so have a look at this green 'apple' instead.

On the old models you could literally see pointy edges. 
Are apples pointy? No, they are mostly smooth. And now they will be in the renders as well.

So thats pretty much whats going on with Goblin Layer at the moment!

In addition to all of the above I'm also doing a very very small tutorial project in Unity, in full 3D, to get a hang of the engine... Hopefully it will not be toooo long before I can present you with something playable.

As always, thank your for you very helpful support, it keeps me going!

/Parodos

A nice November Status update! A nice November Status update!

Comments

I think it already happened, quite honestly. I see Christmas related stuff as soon as August over here. :D

RebelliousRam


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