Episode 2 is out. Time to advertise and hire level designers and artists? Another five levels are done, which make up episode 2, and that is because of the new efficient philosophy of placing enemies, spawn points and doors as blocks and then spawning them as actual objects in Lua. This probably cut down level design time by a factor of 10 or more. It took a good year to design ep. 1, and ep. 2 took two weeks. I've got a full-time job now and I'm looking to hire to keep development of the game going. As @Cody.Rauh specified, I'm looking for 3 things: New guns New levels New enemies For the gun part, all you gotta do is scout websites like Turbosquid and look for free or cheap low-poly models of guns, download them, write a bit of Lua (just copy-paste existing the shotgun/machinegun/rocketlauncher code and modify it bit depending on the type of weapon it is). For the levels, all you gotta do is shoot a few texture photos, resize them, then doodle together a 32x32 voxel map with them in the Voxyc app. New enemies are a bit harder. You may possibly have to rig and animate them after buying the models, but at the very least open the models, go to the timeline and export an OBJ for every frame for every relevant action (move/fire/die, etc), and that sounds like the most expensive part of the process. Animation and rigging are highly skilled labor. Get Fateless https://ift.tt/eA8V8J
Another five levels are done, which make up episode 2, and that is because of the new efficient philosophy of placing enemies, spawn points and doors as blocks and then spawning them as actual objects in Lua. This probably cut down level design time by a factor of 10 or more. It took a good year to design ep. 1, and ep. 2 took two weeks. I've got a full-time job now and I'm looking to hire to keep development of the game going. As @Cody.Rauh specified, I'm looking for 3 things: New guns New levels New enemies For the gun part, all you gotta do is scout websites like Turbosquid and look for free or cheap low-poly models of guns, download them, write a bit of Lua (just copy-paste existing the shotgun/machinegun/rocketlauncher code and modify it bit depending on the type of weapon it is). For the levels, all you gotta do is shoot a few texture photos, resize them, then doodle together a 32x32 voxel map with them in the Voxyc app. New enemies are a bit harder. You may possibly have to rig and animate them after buying the models, but at the very least open the models, go to the timeline and export an OBJ for every frame for every relevant action (move/fire/die, etc), and that sounds like the most expensive part of the process. Animation and rigging are highly skilled labor. Get Fateless
from GameDev.net https://ift.tt/2GfSGvY
from GameDev.net https://ift.tt/2GfSGvY
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