Project Element Devlog #2
Tag: Himig »
Summary
Texturing the test area and working on base game systems.
Content
Note: This is an old development post that was previously only available on Patreon (back when I had one) and Ko-fi. Himig was still called “Project Element” at the time.
Note: Replaced old GIFs with JPGs to save space.
Hello! This week, I finished texturing the test area and started working on base game systems.
My workflow for creating big areas is still a bit all over the place, but the end result was better than expected! I’m happy. The general flow I had was:
- Get location references
- Whiteboxing (for placement and proportions)
- Model all
- Unwrap all
- Texture all
- Export things separately to Godot
- Position them (+ foliage and small things to make it more lively) in-engine based on the whitebox model
- Adjust colors and lighting per object and overall
- Tears of joy
- Remember you still have to add colliders to it
For future areas, I’ll try doing less details on the whiteboxing-like part of the process to get into actual modeling (and texturing, which took A WHILE) faster. I also might have to model some details instead of just doing them on textures, especially those that could be viewed close in the game.
Speaking of textures, I also tried working with Godot’s skyboxes. I’ll probably use panoramic skies instead of the procedural ones since I won’t be having dynamic day/night cycles and so I could draw it myself… not that I can draw, but it’ll be fun! I just whipped up a quick one for now, but next time I could make a better, stylized one. Hopefully.
Texturing the test area and setting it up in-engine took most of my week, but I got to work on movement and camera-switching for a bit. Coming from Unity, I’m still wrapping my head around Godot’s GDScript and nodes, but learning it has been enjoyable so far!
I decided on fixed camera angles instead of a camera you can control, since the angles might help in having the areas’ visuals be imprinted into the players’ subconscious more easily. (and so I could cheat on some of the visuals—)
The movement direction still doesn’t change depending on the camera angle, and I would like the camera to move and rotate depending on the character’s position… I’ll probably write more about those on the next devlog. Just gotta think about it more for a bit…
That’s all for now. Thank you for reading! See you next time!