Outlines: on or off? 👇
Added outlines to every character, without drawing anyone twice.
How: one fullscreen pass reads the depth the characters already wrote. Wherever depth jumps (one body in front of another, an arm across a chest), it draws a thin line on the far side, tinted with the nearer body's own colour, darkened. Never flat black.
Why: in a crowd of 100+ bodies, every silhouette now reads on its own. Same render, almost no extra cost.
Inspired by the GDC talk on Never's End's linework.
Images in the comments.
#gamedev #indiedev
Unity Spark: prompt a game, built from Asset Store packs, no code.
I get the business side. Every game made this way is a sale for their marketplace.
But I'm worried about the flood of soulless games coming. Same assets, same prompts, no idea behind them.
I use AI in my own game. Tools aren't the problem.
The tool can't give you a vision, and that's the part players remember.
@ZeusSocialHQ The 3D models. I use image-to-3D to get a base, but the raw output is rough and needs a lot of polishing. I keep going back to them because they still deserve better. I wish I could afford a proper 3D artist, but for now it's just me and a lot of reference. What about you?
I'm not an animator. But I couldn't leave the blacksmith hunched over a tiny anvil.
So now he heats the iron inside the bell, turns, and strikes. Anvil at knuckle height.
Still learning. 🔨
#gamedev#indiedev
@eiasninelives After reading the PDF, I used the outline technique to make the characters in my game stand out. Here's how it turned out 👇
https://t.co/0nP0mjuBNe
Outlines: on or off? 👇
Added outlines to every character, without drawing anyone twice.
How: one fullscreen pass reads the depth the characters already wrote. Wherever depth jumps (one body in front of another, an arm across a chest), it draws a thin line on the far side, tinted with the nearer body's own colour, darkened. Never flat black.
Why: in a crowd of 100+ bodies, every silhouette now reads on its own. Same render, almost no extra cost.
Inspired by the GDC talk on Never's End's linework.
Images in the comments.
#gamedev #indiedev
Outlines: on or off? 👇
Added outlines to every character, without drawing anyone twice.
How: one fullscreen pass reads the depth the characters already wrote. Wherever depth jumps (one body in front of another, an arm across a chest), it draws a thin line on the far side, tinted with the nearer body's own colour, darkened. Never flat black.
Why: in a crowd of 100+ bodies, every silhouette now reads on its own. Same render, almost no extra cost.
Inspired by the GDC talk on Never's End's linework.
Images in the comments.
#gamedev #indiedev
@Euclides_Netok Oh, that's right. It looks like they render at around 320p and reduce the color palette as well. It's the technique covered in this talk. Nice to see someone else taking a similar approach!
https://t.co/ZIvGQXghRT
@ZeusSocialHQ Yes! Prescott Burk's videos.
Three days ago, my blacksmith looked like this 👇
https://t.co/zYxSu3UUfi
Sitting, hunched, anvil way too low.
Watched a real smith work and rebuilt it from there.
Was animating this blacksmith as a draft, then watched a real one at work (Prescott Burk on YouTube) and realised I was doing everything wrong.
Back to the anvil. New animations soon.
#indiedev#gamedev
Was animating this blacksmith as a draft, then watched a real one at work (Prescott Burk on YouTube) and realised I was doing everything wrong.
Back to the anvil. New animations soon.
#indiedev#gamedev