So I noticed I was flooding the mini progress reports and my facebook feed with minor updates. now I'll do them here instead
I intend to post updates in the comments and only update the activity feed with big updates.20th sep
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The creepy dude kinda reminds me of the shadows in Kingdom Hearts.
You guys work so fast! I'm still fumbling around making one 3D character. Keep it up though, it's lookin real so nice.
@CPS that was one of the inspirations actually, I came up with the core idea of a sort of lanky Satyr that is made of smokey shadows, then noticed it was similar to the KH shadows, and let them influence my design a bit. I also had deathclaws from fallout in mind and.
@zac I worked on it for 7 hours on saturday after getting home from work, then 3-4 hours on sunday, and 12 hours(!) with only a couple of short breaks yesterday from 2pm to 2 am this morning (this kills the spine)then my brain woke me up early this morning with ideas that I had to write down@cpsgames: I thought about the Heartless too.
The heartless and deathclaws? You're a monster. :o
For the looks yes but we are planning something completely different for its behaviour, that I want to keep a surprise.
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the core of procedural generation is done :D. stuff can also be generated in the z axis(not shown here)Phi Dinh used an extremely simple and interesting level generation method for his game TinyKeep: http://tinykeep.com/dungen/
I know acid, that is one of my favorite resources when looking for inspiration for procedural generation
looking good Moikle! :D
i've never seen TinyKeep's method before… very inspiring!