I just finished animating Drew, the main character in “Drew and the Floating Labyrinth,” my upcoming indie game for PC, Mac, and Linux.
I just finished animating Drew, the main character in “Drew and the Floating Labyrinth,” my upcoming indie game for PC, Mac, and Linux.
I’ve had issues with my Unity 3D project lately. If I zoom in towards a character and move around, the camera seems jerky, especially when looking at the background as I move. This doesn’t seem an issue with zoomed-out camera, strangely.
I’ve experimented a bit, but still don’t know exactly what the cause is. It seems the smoothing-variable I’m using has little effect, as when I zoom in the camera must follow more closely to the character’s position. It also appears mainly when I jump and walk, instead of just jumping or walking alone.
Just installed Unity3D Pro. Yes, I paid for it. Check out Studica if you’re a student, they make it a little more affordable to get the Pro commercial version of Unity. Grossly overpriced for what you get now-a-days compared to the free version, but what little you do get is valuable. Especially the “Profiler,” a great debugging tool that shows you what resources your game is using.
After a quick test, I think I found that an array of the same Material, no matter how big, will take roughly the same amount of RAM, CPU, GPU, etc. Sounds irrelevant, but it means I can probably redo my animation system, simply to list out animations in order, and if the animation happens to use the same frame in the cycle, I can list it twice without taking extra memory (if this is a huge error on the profiler’s part, feel free to say so below, but I’m just quoting what I saw myself testing it).
Also found out that to finish about 8% of animation for one character takes me roughly 12 hours. Dear God that’s a long time… but this also means I could theoretically finish animating a character in two weeks, if I really worked hard at it. Otherwise, at least a month. Better keep at it!
My Kickstarter for “James – Journey of Existence” (http://kck.st/19wTNSh) has only 25 backers so close to the end, which is a little embarrassing, when the beginning had so much promise. On the other hand, the new IndieDB page for “James – Journey of Existence” (http://www.indiedb.com/games/james-journey-of-existence) already has 4 followers after about 24 hours of being up, so it seems an easy and safe simulation of how a Kickstarter would play, given the growth in community rises at almost the same rate.
There were several things wrong with the Kickstarter campaign. One major one was the current quality of the game itself: the environments were bland, the animations were crude, and the character designs were lacking. Art is in the eye of the beholder and some have truly loved the game’s style so far, but I can’t argue with the masses. And here’s my first step in fixing that: new character designs for James!
My Kickstarter for hand-drawn 3D adventure indie game “James – Journey of Existence” (http://kck.st/19wTNSh) got a couple pledges this week, one of which nearly doubled the pledge count (not difficult, given how low it was a few days ago). Promising.
From the beginning of this Kickstarter, I promised that backers would receive an exclusive demo before the end of the Kickstarter campaign. There were a few reasons behind this: it was a very nice incentive for the $1 tier, and it was like a last-minute demo that might convince backers to increase their pledges a bit (or remove their pledges completely, if they so felt that way). And in the likelihood that the Kickstarter campaign fails, backers would still get something as a sign of thanks for their early support.
After a couple stressful weeks actually making the extra content for the demo, I can say it is completed, and the demo will be made available today to Kickstarter backers.