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Dadaskis is here... This is by far the most serious post here. At least, the one i'd actually wish to elaborate on. For the time being i've been working on a utility tool called "Character Builder". It is supposed to resolve one of the critical workflow issues that this project had whenever it came to creation of characters.
[previewyoutube="1mj7gKSQJ20;full"][/previewyoutube]Create a high-poly model of clothes to combine in one mesh afterwards.
Making a quick, dirty low-poly with Instant Meshes.
UV unwrapping, baking, texturing, quick rigging, tada.
In 8 hours i could make one character! Or, not really 8 hours, sometimes more if you had to make quadruple NVGs for example. This workflow was blazingly fast, really. However, it was suffering from issues that were rather offputting for me as a developer:
Each character would require at least 8 hours of work, of course, it could be less... but it would come at cost.
There's no possibility to reuse any parts of already existing characters.
Higher level of detail usually meant going through several circles of hell. Would you like to take a hellish ride?
Hard surface modelling (forementioned NVGs) is rather complex.
It is nearly impossible to go back and change one little thing in a model.
And so on, if you have certain experience in modelling, you might mention even more of these points.
So, i wanted to get a change in my life. Here, i would like to elaborate on my logic when it comes to visuals... I should say that i don't really care about graphics, like, really. I mean, it's cool to have something that might look like something-something high-fidelity, high-detail, and so on. It is also an industry rat race that doesn't seem to be pleasing. In this case, i'm not even an artist, but an engineer that says to himself: "If it works, don't touch it". I use the end results as something for analysis, but in the end, i always pay more attention to workflow. If it is painful to work, then it is almost guaranteed to provide bad results. And, of course, optimization is always something i wish to get in first place. Hence why paying more attention to creation of tools for creation of visual content is way, way more preferable to me. Whenever i've taken a look on my older workflow, i saw a mess that needs a fix, even if i was pretty much happy with the end result (nobody else except me btw). However, after numerous prototypes, i realized i need more solid storytelling. Comics renderer and the entire comics system show characters in more detail. This way, i would need to fix 2 problems: More characters, and, of course, more detail in characters. The old workflow was no longer sustainable in this case.
It provides a solid workflow to make characters of any complexity. In fact, it works like constructor of characters. If you ever played GTA, you probably were using their dressing system at least once to change appearance of your character. In this case, Character Builder is quite similar. However, in this case, it is usable for making of character models, that later can be used for NPCs or comic scenes. In this case...
Character Builder is providing "character parts" to add parts that have influence of multiple bones. These can be rather complex clothes or equipment.
"Character details" are objects that are attached to a bone (100% bone weight influence on all vertices), in this case, it can be ammo rig pouches, radios, goggles, minor reusable details.
Solid preview of a moving character to show how vertex weights are working.
Possibility to save and return later.
All assets can be loaded in real-time, you don't have to wait for Godot to import models or textures.
Subtextures support and material editing for even more visual control.
Export of GLTFs with minimal amount of materials by creation of combined, optimized texture atlas.
Due to more modular workflow, work can be split between multiple artists working on different parts/details.
And probably a bit more.
It is slow now! I mean, don't get me wrong... When you have to create a character from scratch, it might take a while. However, in the end, if you make enough of these clothes, you can change their textures, make more variation, etc etc etc. So, it is slow to start, but the more you work with it, the bigger your asset library gets and then you get faster development of characters. That means more creative freedom in creation of any characters. This is something i wanted to get in the end. And this tool was the only way to get it working. Of course, i was trying to research it for quite a while. The closest thing that worked the way i wanted was "Mixamo Fuse" program. However, it didn't do a good job with combining materials, it was rather complex to set up my own custom content and etc. Creation of this tool was only question of time and the time has come.
[carousel autoadvance="true"][img src="https://clan.cloudflare.steamstatic.com/images/44790093/d777f9b73d7e652e83a5ec6c840ba5bbafede2ca.png"][/img][img src="https://clan.cloudflare.steamstatic.com/images/44790093/ba9bcc09fe344a85438c0d290f1fc7dea86a05b1.png"][/img][img src="https://clan.cloudflare.steamstatic.com/images/44790093/2576c1d1ccf33e038342ede6aaf44f400bfbc95b.png"][/img][/carousel][carousel autoadvance="true"][img src="https://clan.cloudflare.steamstatic.com/images/44790093/0f07a24b39fa7fef4e7a081bddad8b0dc0938d96.png"][/img][img src="https://clan.cloudflare.steamstatic.com/images/44790093/b6cd7e2faaf602887c452202e8b4f59ba00fd656.png"][/img][img src="https://clan.cloudflare.steamstatic.com/images/44790093/42371df3d6bcb3ef6c2ecaaefd43494986cb44ce.png"][/img][/carousel]
During recreation of merc_light_unit0, my friend @00::000C - C4 helped me to create optimized high-detailed parts of the character specifically for the head. In this case, @00::000C - C4 made...
Recreation of 6B47, both covered and uncovered variants (only covered were used in the end result).
High-detailed respirator with a lot of fancy straps all around.
GSSH-01 headphones.
Knife pouch with an additional pen just in case.
GP pouch (maybe for medicals, maybe for everything).
Once again, thank you very much @00::000C - C4 for participating in development of this character. [img src="https://clan.cloudflare.steamstatic.com/images/44790093/2d2eb659bd8273474f00f5f89169c4786479a616.png"][/img][img src="https://clan.cloudflare.steamstatic.com/images/44790093/3be108de696edfcd24ace22a3bdb7502eddb778f.png"][/img]
- Removed texture quality setting due to sudden GPU bugs.
https://store.steampowered.com/app/2989940/Index_Purger_Demo_v11/?beta=1
Patch 1.1.1 changes:
- Reanimation of viewmodels (by TNP, Dadaskis)
- MessageHUD position is now centered
- Location relighting (by TNP)
- 2D scope for BSR-10
- More details for m_day1_2 and m_day1_2_post0 (by ostap_bender)
- Fixed double props in m_day1_3 (by ostap_bender)
- NPC AI logic is improved.
[previewyoutube=FJ7Ab2nX040;full][/previewyoutube]
https://store.steampowered.com/app/2989940/Index_Purger_Demo_v10/ https://store.steampowered.com/app/2743010/Index_Purger_Soundtrack/ Happy new cycle, residents of INDEX-0. In honor of this date, we are releasing a relatively major update for the demo, which adds new weapons, enhances the experience and fixes a lot of bugs! In addition, we are releasing the game's soundtrack for sale! List of changes: - Lowered game file size by 2 GBs - Add Bender weapons - Mausie, Scorpion, EMP-40, PDW-B-M2, G-612 - Added a \"Normal\" difficulty - Add loadout closets *everywhere* - Add motion blur - Added invert X/Y mouse input settings - Added \"Sharpen\" option - Added new perks: Hitman, Highlight, Med. Training - Added foodpacks - Footsteps are now more noticeable - Loadout UI is now showing active mystery modes - Voicelines removed - NPCs improvement and optimization - Updating engine version, which resulted in stability - Fix arrangement of save list - Change value for default max fps - Restart the game on language change - Multiple displays support added - Fix variety of bugs related to Items HUD - Variety of fixes related to a citizen day location - C4 explosions sound at Get-Inn Mall section (thanks Mister Twister!) - Bunnyhopping of \"Fast\" perk was tweaked to be smoother - Toggle sprint/crouch/aim option in input settings - Fixed low quality settings softlock - Optimized shader compilation - Tweaked visuals of certain mystery modes
https://store.steampowered.com/app/2743010/Index_Purger_Soundtrack/ We present you our game's soundtrack! If you wish to support the developer, this is the perfect way to do it! Besides the developer support, you can hear unique tracks right from our game. It is worth mentioning that you can listen to these tracks for free, in our game's demo, which represents current state of development. https://store.steampowered.com/app/2989940/Index_Purger_Demo_v10/
It's a little late, but here are the past patches! (By the way, 1.0.7 was released on August 10, 2024)
Hello, everyone. I hope all of you had fun with demo of Index: Purger. During these days, i had released 4 patches (and god, i need to get a habit of posting details here too). Patch v1.0.1: - Attempted to fix save system (on player death) crash reported by both @Coypu and @eznoobies. The potential reason of this crash (logs say nothing as always) is related to bugged LocationBase reset function. I tried adding more "safety measures", and i really hope it got fixed - @Youssef reported a weird crash related to switch to last loadout menu, i tried to fix it up according to logs he sent, yet i'm not sure if that fixes it Patch v1.0.2: - Fixing the case of @Unnamed Entity that couldn't kill the infinite wave in ClothMan shop. This update is supposed to... fix it i hope. - Removing gas on save loading. Gas was one of the reasons why spawn-killing has occured as much. - Attempted to fix save system crash once again, with adding even more to logs. - Logs are now stored in ./logs directory and each session creates a new log file. If you have a problem with crashes or something like that - send the entire folder. - Fixed the so-called "Chicken Grandpa" save, now the game should not have problems with processing Not-A-Number values that somehow ended up being character's health. - Fixed a bug that multiplied usage of bandage item by the count of level transitions. Patch v1.0.3: - Adding missing .SO files (and .DYLIB just in case). Doing that mainly for @Tortle | BitFreeze Entertainment, maybe that'll make it easier to launch on MacOS. Patch v1.0.4: - Fixed Linux support with help of @Crynux, now the game starts and has visible weapons - Just in case Linux platform will have debug executable too - Attempted to test the death mechanic more extensively and add more code to fix it up. I hope that players like @Youssef won't have as much trouble in future - One of the Steam players (named 2chainz4bracletz) reported a bug. If you die underwater, after respawning you will have suffocation damage anyway... Fixed now - Reorganized resolution menu to add some missing resolutions (one of which were needed by @Youssef) - Prevent setting of dangerous resolutions into WindowControl (such as 0 values that break the rendering entirely) - Tutorial pre-arena saving (asked by @Coypu) - Version label visible globally in this game (asked by @00::0002 - ) - Fixed the empty equipment slot bug caused by "hidden" dev. armor Please, if you can, report the issues you have found yourselves.
*A message from the developer Dadaskis in the official [url=https://discord.gg/w3H64jxUh6
] discord 10/08/2024
Today is the Red Letter Day. Probably the biggest milestone in 2 years of this development mess! The demo is out.
https://store.steampowered.com/app/2989940
And, i have to clarify that this demo-version is going to serve as healthy replacement of "Early Access". This demo-version will represent current state of this game and YOU can help to make it better by giving more feedback. It is pretty much experimental decision, of course, i really hope it'll work out.
Currently there is version 1.0, i plan to make a couple of minor updates to it (a bit more polishment of existing levels and etc).
During v2.0 i want to add more content, such as actual starting citizen location (m_day0_x, i miss you), mercenary operations and etc.
I hope you'll have fun!
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