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#projectwasp

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Yora<p>I learned about Terrain3D and Scatter for <a href="https://mastodon.gamedev.place/tags/Godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Godot</span></a>, and now making a Stalker/Metro Exodus style segmented open world is becoming incredibly tempting.</p><p><a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/ProjectWasp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectWasp</span></a></p>
Yora<p>Spending a few days creating the concept for <a href="https://mastodon.gamedev.place/tags/Darkwind" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Darkwind</span></a> ended up bringing back the spark to resume <a href="https://mastodon.gamedev.place/tags/ProjectWasp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectWasp</span></a>, giving me some ideas that were missing to continue working on that game concept.</p><p>I often feel that creativity is the fermentation of ideas. You need to fill up your mind with fun and evocative elements and let them sit for a while before a transformation into something interesting can happen.</p>
Yora<p>Playing around with some base colors for <a href="https://mastodon.gamedev.place/tags/ProjectWasp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectWasp</span></a> again.</p>
Yora<p>I have two pen and paper RPGs setting that I made, which I both want to do adapt into a videogame one day.</p><p>But the indecision which one to use for my first game keeps killing me.</p><p>For an RPG setting, you can work on both at the same time, as it's all writing text. But making two videogames at the same time would be pure madness.</p><p>My heart wants to do fantasy first as I've worked on that world for over a decade, but my mind keeps mostly getting ideas for the Space Opera.</p><p><a href="https://mastodon.gamedev.place/tags/ProjectWasp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectWasp</span></a> <a href="https://mastodon.gamedev.place/tags/hobbydev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>hobbydev</span></a></p>
Yora<p>My game concept is a fantasy stealth game (like Thief) with an open world and access to special powers (like Prey). With its One Big Ideas being that the more you increase your magic ability, the more vulnerable you are to magic and more easier detected by supernatural creatures.</p><p>This is a conflict of game mechanics. Being better at magic makes you worse at stealth.</p><p>But I actually like that conflict. I think this can be a source of a great play experience.</p><p><a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/ImSim" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ImSim</span></a> <a href="https://mastodon.gamedev.place/tags/ProjectWasp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectWasp</span></a></p>
Yora<p>And this concludes the work year for me, and also my career as a gardener.</p><p>Which leaves 50 days of the year to go on an epic hobby game development binge pretty much free from any other commitments.</p><p>Let's see how much I can get done by the end of the year.</p><p><a href="https://mastodon.gamedev.place/tags/ProjectWasp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectWasp</span></a></p>
Yora<p>I'm still trying to find the story and deeper theme for my fantasy ImSim idea. And the descent into increasingly stranger and otherworldly layers beneath the Earth the eventually blurs the lines between reality and an eldritch realm of unknowable weirdness could be a really cool direction to explore.</p><p>The final levels of Thief: The Dark Project try to take you on a similar journey, but are clearly rushed and unpolished, and fail to deliver. There is so much that can be done there.</p><p><a href="https://mastodon.gamedev.place/tags/ProjectWasp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectWasp</span></a></p>
Yora<p>Just saw that Phazorknight is hoping to have <a href="https://mastodon.gamedev.place/tags/COGITO" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>COGITO</span></a> 1.0 released by the end of this year, and then keeping it to bugfixes with no major new features getting added.</p><p>The COGITO template is exactly what I need, and I might be just the kind of person this was meant to be for. And it couldn't come at any better time for me. It's going to make <a href="https://mastodon.gamedev.place/tags/ProjectWasp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectWasp</span></a> more like a total conversion mod than making a game entirely from scratch.</p><p>So I'll probably keep focusing on asset creation for the next weeks.</p>
Yora<p>Got my last work day this year on Monday, but I'm already ready to start my big <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> binge for <a href="https://mastodon.gamedev.place/tags/ProjectWasp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectWasp</span></a> right now.</p><p>I still barely know anything about <a href="https://mastodon.gamedev.place/tags/Godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Godot</span></a> beyond setting up a floor and walls and moving around between them. But let's see how much game I can get done learning <a href="https://mastodon.gamedev.place/tags/Godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Godot</span></a> from scratch in 52 days. :godot: </p><p><a href="https://mastodon.gamedev.place/tags/hobbydev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>hobbydev</span></a></p>
Yora<p>Having a very visual imagination and creativity, the natural second step for <a href="https://mastodon.gamedev.place/tags/ProjectWasp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectWasp</span></a> (after drafting a gameplay concept) that comes to me is preparing the basic environment textures.</p><p>If I want to emulate the look of a specific film stock for the entire game (Kodak Eastman 5247, what else?) in <a href="https://mastodon.gamedev.place/tags/Godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Godot</span></a>, would it make more sense to color grade all my textures accordingly, or make them for white light and apply a color grading shader to the whole game?</p><p><a href="https://mastodon.gamedev.place/tags/hobbydev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>hobbydev</span></a> <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a></p>
Yora<p>ImSim game mechanic idea:</p><p>Lockpicking usually feels pretty simplistic and eventually repetitive. As a new approach, have players control how fast they want to work. Working faster creates more noise, working slower is more quiet. They can even pause or stop the attempt entirely when guards are approaching.<br>When you pause, you keep your progress, but when you stop and go hide you have to start all over again.</p><p><a href="https://mastodon.gamedev.place/tags/ProjectWasp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectWasp</span></a></p>
Yora<p>As I want to make a fantasy game with a similar graphical style to <a href="https://mastodon.gamedev.place/tags/Morrowind" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Morrowind</span></a> and <a href="https://mastodon.gamedev.place/tags/ArxFatalis" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ArxFatalis</span></a>, does anyone have recommendations for other games with a similar look that I could also use as visual references for texture and environment design, and lighting?</p><p><a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/hobbydev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>hobbydev</span></a> <a href="https://mastodon.gamedev.place/tags/ProjectWasp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectWasp</span></a></p>
Yora<p>As I am realizing how easy it actually is to get very pretty textures and visual effects for a Godot game, my original idea to aim for the visual fidelity of Thief no longer seems to provide any practical advantage. And so I am back at the question what level of fidelity for assets I want to go with?</p><p>I still think Arx Fatalis with full dynamic lighting and shadows could look quite striking while still getting away with low-polygon models.</p><p><a href="https://mastodon.gamedev.place/tags/ProjectWasp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectWasp</span></a></p>
Yora<p>Since the environment and enemy design of my game assumes that sneaking is the default rather than fighting, it makes sense that walking quietly is the default mode of movement, and noisy running is the alternative mode that you have to toggle on with a button.</p><p>With this, there also is no more need why duck walking would be quieter than normal walking. Crouching is just for ducking behind cover and moving through low passages.<br>Really curious how this will feel to players.</p><p><a href="https://mastodon.gamedev.place/tags/ProjectWasp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectWasp</span></a></p>
Yora<p>This has now been one week of really getting deeply into actual game development, and I don't have a single screenshot to show yet.</p><p>But I've learned so much. Big progress has been made.</p><p><a href="https://mastodon.gamedev.place/tags/ProjectWasp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectWasp</span></a> <a href="https://mastodon.gamedev.place/tags/hobbydev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>hobbydev</span></a></p>
Yora<p>Probably a better mockup, comparing the 128px (top) and 256px (bottom) textures.<br>The objects are slightly oversized, as the yellow block is meant to be human size.</p><p>First image has a conversion factor of 32, second and third of 64, and final 128. While I do aim for a 90s retro look. I think the final seems best. The left images have the wood grain and bricks too large for scale, and the upper images are too pixelated for me at 1080p.</p><p><a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.gamedev.place/tags/Godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Godot</span></a> <a href="https://mastodon.gamedev.place/tags/FuncGodot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>FuncGodot</span></a> <a href="https://mastodon.gamedev.place/tags/TrenchBroom" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TrenchBroom</span></a> <a href="https://mastodon.gamedev.place/tags/ProjectWasp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectWasp</span></a></p>
Yora<p>It's Monday morning, I got my hand out of the bandage, and I'm still off work for the rest of the week.</p><p>Let's Godooot!</p><p><a href="https://mastodon.gamedev.place/tags/ProjectWasp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectWasp</span></a></p>
Yora<p>I made this.</p><p>It's shit. But I made it. And except for that water shader, I understand quite well how everything else works.</p><p>Not bad at all for day 1 with Godot.</p><p><a href="https://mastodon.gamedev.place/tags/ProjectWasp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectWasp</span></a> <a href="https://mastodon.gamedev.place/tags/BumblebeeGames" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>BumblebeeGames</span></a></p>
Yora<p>Having now spend half a day with <a href="https://mastodon.gamedev.place/tags/godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godot</span></a> and getting a basic grasp on how it works, I think with using the <a href="https://mastodon.gamedev.place/tags/COGITO" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>COGITO</span></a> template for basic <a href="https://mastodon.gamedev.place/tags/ImSim" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ImSim</span></a> mechanics and controls, I can have a first prototype of <a href="https://mastodon.gamedev.place/tags/ProjectWasp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectWasp</span></a> running by the end of next week.</p><p>I had expected that this would take at least a year going into this. But this feels much more like modding a game than building a new one from scratch.</p>
Yora<p>Maybe making a 256 color palette for <a href="https://mastodon.gamedev.place/tags/ProjectWasp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectWasp</span></a> isn't even worth it.</p><p>While I do want to use low-polygon models and environment meshes like back in the 90s, I'm also planning to light everything with dynamic lighting. Except for surfaces in direct sunlight at noon, textures won't be appearing in their true colors anyway.</p><p>Having a dozen or so fabric dye colors to colorize stock fabric textures might be enough, and now I know what shades I like for dirt and leafs.</p>