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All art we use needs to be CC0, CC-BY, or CC-BY-SA Everything we make is CC-BY-SA 4.0 (the code is GPLv3)
Many styles have been considered, but for the horror elements, realistic was chosen. From here, we can use shaders and screen filters to alter art styles. Other gridmaps and models could be added by other contributors who'd like a different art style at a later time.
vision obscuring and claustrophobia camera shrinks closer when in tight areas fog, blizzard, darkness, dusty haze, overgrowth, infestation
No pictures when talking like Hotline, more like just text floating on the void like Noct or at very least, don't show player character
It’s important that the tone is not entirely and always oppressive. It’s a game, and even for gritty games, some levity and surfacing to the shallows is needed. Hotline Miami’s or Katana Zero’s interludes are a good example. Also, not every level will be pitch black. There will be trains, ships, graveyards, mansions, etc, where you are not X number of geological strata beneath the earth.
Half-Life style prefer not to take player control away during cutscenes
Want to achieve the wonder and interestingness of exploring a Dark Souls level; would be nice to have a some grand set pieces, fantastic locations.
Where to place origin:
- Walls - walls should be 1.5m x .15m x 3m and should be grid-center pivot aligned
- Floors - top-center
- Ceilings - where the floor below would be, center
- Other static bodies
- Characters - bottom center
- Any other rigid body - center of mass
You can hide the low polyness of a 3d model very easily with high quality textures, especially when you add normal and occlusion map. So the highly minimalistic low poly style is just a lot more recognizable as such and is what pops into peoples minds when you talk about low poly.
With good textures, low poly doesn't look low poly at all.
Parallax occlusion and normal mapping work wonders, along with good lightmapping.
Example items for game: https://github.com/Mooses2k/SecretHistories/issues/601
Believable animations go a long ways towards prettying up the game.
TYPES
- by hand
- mocap
- procedural
http://mocap.cs.cmu.edu/motcat.php https://www.3dart.it/en/download-150-mocap-moves-library/ https://mocaputd.com/downloads/
General:
- Idles
Locomotion (ideally all procedural like Overgrowth)
- walk
- backpedal
- sidestep
- crouch
- crouch walk
- jog
- sprint
- standing jump
- running jump
- mantle
- climb ladder
- climb rope
Interaction
- Swap item
- Procedurally reach towards item to interact with it like Obra Dinn
- Pinch
- Grab
- Kick
- Bite
- Throw pronated
- Throw medial
- Drink
- Empty bag or bottle (like caltrops or ball-bearing)
- Lock padlock
- Set padlock
- Unlock padlock
- Tie rope
- Untie rope
Ranged weapons
- Aim handgun
- Shoot handgun
- Reload revolver
- Reload sawed-off/double-barrel
- Reload Vodka Martini
- Aim longgun
- Shoot longgun
- Reload tube-loading pump
- Reload top-loading Martini-Henry
- Reload Lee-Metford, single and stripper clip
- Brandish and examine newly discovered weapon
Melee weapons
- Sabre guards - prime, tierce, quarte, quinte (long guard the longer the distance) or the 4 hanging guards (strong guard) - should we do Roworth's?
- Thrust each quadrant and for each, recover to each quadrant
- Cut each quadrant and for each, recover to each quadrant
- moulientte cuts 1 and 2
- 5 and 6 and recover
- knife 5 6 7
- club/saber 1 2 7, guards terce, quarte, quinte
- axe 1 2 7, guards long, tail, ox
- all polearms 1 2 3 4 7
- kick
- grab
- push
- pistol-whip
- bayonet
- long-gun butt-strike
Offhand
- Holding things should be procedural IK
- Light match with each hand
dodges & lunges *walking normally but when swing melee, lock movement a bit and lunge; if no directional movement, stay in lunge, otherwise, passing step
https://gameassetsfree.com/assets/101692-advanced-arpg-combat-system-v2-4-25-unreal-engine/ for reverse engineering?
Navidson hallway in MyHouse.WAD A NaissencEy bit
D&D style 1d6 damage most things?
CAMERA ANIMATION stay away from rotation when moving camera usually unless take control from player, but translation bob is fine
use camera shake whenever take away control from player
ANIMATIONS That said animation blend tree has a bone filter on some nodes and then an "add" mode for blending where you can say "take these bones and add them over the top of this other animation" which I think would work fine for your case Mooses2k — Today at 11:43 AM I should mention we're still on 3.5 for the moment. That available there? lewiji — Today at 11:53 AM Sure
https://docs.godotengine.org/en/3.5/classes/class_animationnodeadd2.html?highlight=add2
https://docs.godotengine.org/en/3.5/tutorials/animation/animation_tree.html#blend2-blend3
Check the bone filtering lower down there, a bunch of those blend tree nodes have that option (oneshots etc) then can use add2 to stack them
ANIMATIONS FPS legs https://www.youtube.com/watch?v=Fn5B2Yi5Y7E
We make extensive use of modular kits to procedurally build our world.
modular design:
- Wall module
- Pillar
- Cornice
- Trim module
- Floor module
- Ceiling module
The standard unit of gridspace is the 1.5m (5') cube. Two of these vertically is the usual game space, with one more above (and below) for ceiling/floor. This is appropriate for underground spaces, but can be avoided for wooden constructions with thinner floors.
1.5m (5ft) and 3m (10ft prefab) standard for D&D compatibility and tight spaces
Each wall segment should be 0.15m (1ft = 0.3048m / half for each side). This means that with two of these 0.15m segments back to back, walls are typically 0.3m deep.
Floor tile meshes should never rise much above 0, collision should be at 0.
In the dungeon, floors will be 1.5m tall and it blocks of either 1.5m square or 3m square. This leaves 3m of space from floor to ceiling.
Common prefab sizes:
- 10'x10' closet, bedroom
- 10'x20' crypt/tomb/vault
- 20'x30' room
- 30'x30' room
player about 1.65m tall x 0.3m wide, camera at 1.55m. Cultists taller.
45* maximum slope traversable
- Skyrim team recommends 2 character widths as minimum horizontal space
To prevent weapon clipping, a meshinstances.gd script should be attached to any mesh instance of an equippable object. This uses the separate FPS viewport.
mood board and palette choices for each level? www.pictaculous.com
"The main goal of this phase is to figure out the big picture ideas of the kit and how it fits in with the rest of the game. This usually takes a relatively short period of time because it doesn't involve any actual content creation. Instead, you're mainly answering questions. What is the visual theme of the kit? How is it different from other areas in the game? What kinds of spaces do you want to build with it? How will be it be used? How often will it be used? Some of these answers will be driven by design, others by art - it's important that both voices are being represented from the very beginning." --https://www.gamedeveloper.com/design/skyrim-s-modular-approach-to-level-design
Like the Thief games, among others, hearing your enemies before you see them is very helpful. Both making noise and moving stealthily are useful tactics.
freesound.org provides many of our sound effects.
We have many fine voice actors who've provided lines for the cultists found in the underworld.
Music is reserved for menus, long periods of lower interaction, and for 'hunter' levels, where there is just one creature to avoid.
Otherwise, ambient sounds for the various dungeon branches is preferred.