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Project Element Devlog #7

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Tag: Himig »

Summary

Gathering references and working on a trailer.

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.

Close-up shot of real life foliage with small blooming red flowers.

Hello! It took a while, but I finished planning and gathering references of locations and characters for the concept demo.

I decided to make a game that’s based on locations that I know so I don’t have to research as much, but I still had to spend a lot of time on it… Imagine if your locations are somewhere far away that you’ve never been to before, or fantasy-based ones… wow. Mad respect to researchers for video games. It’s fun and you learn things, but it takes a while to do and it doesn’t feel like you’re doing much progress as you do it compared to doing code/art/music… future me better put all these to good use!

Zoomed-in view of a pixelated orange petal.
A random part of the game’s logo! That… looks like either a hotdog or a chip though.

I’ve been working on a short trailer for the game, since I’m planning to submit it to a local game convention and see if I can showcase it there… I also have to work on a build that has more content than the ones I’ve made so far for the submission. We’ll see how that goes. Convention environments tend to be noisy and probably won’t be a fit for this game, but I want to try and see if anyone there would be interested in a “daily life” kind of thing. We’ll see, we’ll see!

A quickly-made 3D human-like shape in a 3D grid.
Quick test of exporting from the new Blender 2.8 to Godot 3.1.1 using glTF 2.0. Worked well for my case, but then I only use like 5% of Blender’s power so I wonder how it is for advanced stuff…

August’s rough build will be made this weekend or early next week, since I want to include and try out a new character model that I’m doing right now. The old one was stopping me from making game builds that work with Godot’s GLES2 renderer. With this, the game should hopefully be able to support older hardware. Neat!

That’s all for now. Thank you for reading! See you next time.

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