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Normal people: What's the point of watching a game play itself?
Idle/Incremental gamers:
all of the pieces are coming together
terrain
props
units
buildings
simulation
vfx
sfx
animations
lighting
torches
mounts
I need ui, a story, & some math and I'll have enough parts to make a game!
make it spin!
it was tough to show camera rotation with this set up because of the way the dither effect is applied
turned out alright... not sure that space station would last very long 😅
Game Art Styles Daily #4 3/6
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gameartstyles.com/daily
Wordle but for games!
ever keep working on something after its clear you lost the plot?
scope creep to the max
thats where I am right now
cut me some slack on the sound effects - its a work in progress 😭
demonstrating some locomotion and bow handling here
Octopath has the craziest scenes
can’t imagine modeling it
this one reminds me of a 3D Seiken Densetsu 3
great game
Mixamo animation library seems to have a lot of noise. Is there any other animations library with a higher ratio of usable animations?
building gameartstyles to help me study game design has been cool - its pushing me to ask questions and explore ideas in game theory I might never have come across
I've been looking at some of the range in art styles some of the more well known series have... I didn't play a lot of these in the 80s or 90s so seeing how they evolved is pretty cool
what's your favorite Zelda?
I really liked ocarina & majoras but I don't think I could pick another than tears at this point. it was just too good
Chain Lightning and Creeping Frost
+Sounds!
Hopefully by the time I design the vfx library I will know what game I am building 😅
Lightning has always been one of my favorite spells in a game. From a vfx perspective at least.
I've always thought the steps to create were interesting. Nature is math!
-take a line
-break into segments (16 here)
-seed random offset with sin keeping ends anchored
-add forks
-reshape throughout duration
-give it a core and outline
-shrink away
getting into the fun stuff!
dropped my Endless Hunter combat system into the game (one of the best things about clean code, dropping modular systems you are happy with across projects)
testing out how some first iteration vfx look - this intentionally low resolution style is a lot easier to work with than trying to push pixel art to higher res through scaling
I've never been one for platformers but every time I come across Celeste I have to pause and admire..
It's a visual masterpiece.



