Thanks. :) As per Clint's suggestion, these may get an alternate set of animations and clothing to make them look less human, but that might be a while.
I fully support the idea of doing challenges targeted at specific games. This makes it much more likely that our content will be useful. I also agree with getting other communities involved, like blendswap. I can think of a couple games just off the top of my head that could use some help (and that I like enough to work for).
Hmm... it's a shame the differences don't really come across at that scale. I guess it's kinda hard to tell when they're not standing next to a human. Do they not look thematically consistent? I tried but I guess maybe it didn't come across as well as I thought.
Re: Werebear
Making it a quadruped might be a whole can of worms that I don't want to open, but I think I can make a few tweaks to make it less cute.
Re: Spider
I do plan on making some variations for that spider. I probably would have if I had more time last night. It's on my to-do list.
> Apologies to Blarumyrran and Johndh for being my lab rats there. I usually don't give uninvited criticism.
Consider all future constructive criticism of my work to be invited. I'm sure I probably make a lot of mistakes that are more visible to another pair of eyes.
I could get behind a game built on FLARE. One of the good things about it is that the artist has a lot of leeway in how they do things -- as long as it comes out fine in the render, it's all good. A model made for an FPS works just as well as one made for an RTS, and so on. The main drawback is the time it takes to render, which really depends on the artist's computer.
@Anonymous, I'm actually not sure. I think it uses a modified version of one I made for another character, but this model is from last October, so my memory is a bit lacking. I'm currently fixing it up a bit.
I have an old werebear model that I'm not using for anything, and it could probably be that ogre with a little work if somebody wants to give it a shot.
I'll break it down by the various projects I've worked on or contributed to recently:
Project Green for Glest Advanced Engine -- This was a thought experiment mostly. I wanted to see how much I could change gameplay in Glest without actually doing any programming, so I used mostly the original Glest assets and reconfigured some things to make it a much different game. I guess my main motivation here was curiosity. A secondary motivation could be that I'm tired of people making boring mods for Glest that all play the same, so I wanted to lead by example.
Project Red for Glest Advanced Engine -- Glest has a lot of mods floating around, but most are single factions that exist mostly on their own, and the capabilities of GAE are sorely underused, so I'm combining various factions, tweaking them to be balanced against each other, and adding new units to take advantage of GAE's features. I guess the motivation behind this one is similar to Project Green. I see that what Glest/GAE is does not match up with what it could be. Also, I'd like for people to be able to provide a nice big tech tree to play with, so players don't have to either settle for the two default ones or go hunting down various others and hoping that they work together.
Solunar for Glest Advanced Engine -- There are a lot of fictional worlds bouncing around in my mind, and this is one I've grown rather attached to. This is just the medium I've chose to express it. I'm also motivated on this one to do everything myself as much as possible, which is partially a perfectionism thing and partially to force myself to learn and practice all the various skills involved (modeling, texturing, animation, etc.). Thus, this one is mostly for creative expression with a dash of developing my skills.
Translating for Glest Advanced Engine -- I like GAE and this is a chance to contribute while keeping my Spanish sharp.
Last Escape -- For this one, I think I mostly wanted to contribute to something among my peers here on OGA. I don't really know anybody into game development in my normal everday life, so having the chance to work with others in real time was a lot of fun. Plus, the challenge of making a game in two days was something I wanted to tackle.
FLARE -- This is a game I like and that I believe has potential, so I'd like to see it do well. If I can speed things along, then even better.
The Battle for Wesnoth -- I'm a lore geek. I love a good story, and I love digging into the background of a setting, and I also like to develop my own, so contributing a little prose to this game was a no-brainer.
Tempest in the Aether -- When I contributed to this project, I was in the midst of an art spree, so I figured that, if I was going to be making art, I should make art that is useful to someone. I wasn't all that motivated by this project, but I did enjoy making a few interesting props.
In summary, it's mostly that I like to be creative, I like to be helpful, and I like being good at things.
Thanks. :) As per Clint's suggestion, these may get an alternate set of animations and clothing to make them look less human, but that might be a while.
I fully support the idea of doing challenges targeted at specific games. This makes it much more likely that our content will be useful. I also agree with getting other communities involved, like blendswap. I can think of a couple games just off the top of my head that could use some help (and that I like enough to work for).
Re: Orc
Hmm... it's a shame the differences don't really come across at that scale. I guess it's kinda hard to tell when they're not standing next to a human. Do they not look thematically consistent? I tried but I guess maybe it didn't come across as well as I thought.
Re: Werebear
Making it a quadruped might be a whole can of worms that I don't want to open, but I think I can make a few tweaks to make it less cute.
Re: Spider
I do plan on making some variations for that spider. I probably would have if I had more time last night. It's on my to-do list.
> Apologies to Blarumyrran and Johndh for being my lab rats there. I usually don't give uninvited criticism.
Consider all future constructive criticism of my work to be invited. I'm sure I probably make a lot of mistakes that are more visible to another pair of eyes.
I could get behind a game built on FLARE. One of the good things about it is that the artist has a lot of leeway in how they do things -- as long as it comes out fine in the render, it's all good. A model made for an FPS works just as well as one made for an RTS, and so on. The main drawback is the time it takes to render, which really depends on the artist's computer.
http://opengameart.org/content/spider-flare-sprite-sheets
http://opengameart.org/content/low-poly-spider-glest
http://opengameart.org/content/werebear-3d
http://opengameart.org/content/werebear-flare-sprite-sheets
@Anonymous, I'm actually not sure. I think it uses a modified version of one I made for another character, but this model is from last October, so my memory is a bit lacking. I'm currently fixing it up a bit.
I have an old werebear model that I'm not using for anything, and it could probably be that ogre with a little work if somebody wants to give it a shot.
I'll break it down by the various projects I've worked on or contributed to recently:
Project Green for Glest Advanced Engine -- This was a thought experiment mostly. I wanted to see how much I could change gameplay in Glest without actually doing any programming, so I used mostly the original Glest assets and reconfigured some things to make it a much different game. I guess my main motivation here was curiosity. A secondary motivation could be that I'm tired of people making boring mods for Glest that all play the same, so I wanted to lead by example.
Project Red for Glest Advanced Engine -- Glest has a lot of mods floating around, but most are single factions that exist mostly on their own, and the capabilities of GAE are sorely underused, so I'm combining various factions, tweaking them to be balanced against each other, and adding new units to take advantage of GAE's features. I guess the motivation behind this one is similar to Project Green. I see that what Glest/GAE is does not match up with what it could be. Also, I'd like for people to be able to provide a nice big tech tree to play with, so players don't have to either settle for the two default ones or go hunting down various others and hoping that they work together.
Solunar for Glest Advanced Engine -- There are a lot of fictional worlds bouncing around in my mind, and this is one I've grown rather attached to. This is just the medium I've chose to express it. I'm also motivated on this one to do everything myself as much as possible, which is partially a perfectionism thing and partially to force myself to learn and practice all the various skills involved (modeling, texturing, animation, etc.). Thus, this one is mostly for creative expression with a dash of developing my skills.
Translating for Glest Advanced Engine -- I like GAE and this is a chance to contribute while keeping my Spanish sharp.
Last Escape -- For this one, I think I mostly wanted to contribute to something among my peers here on OGA. I don't really know anybody into game development in my normal everday life, so having the chance to work with others in real time was a lot of fun. Plus, the challenge of making a game in two days was something I wanted to tackle.
FLARE -- This is a game I like and that I believe has potential, so I'd like to see it do well. If I can speed things along, then even better.
The Battle for Wesnoth -- I'm a lore geek. I love a good story, and I love digging into the background of a setting, and I also like to develop my own, so contributing a little prose to this game was a no-brainer.
Tempest in the Aether -- When I contributed to this project, I was in the midst of an art spree, so I figured that, if I was going to be making art, I should make art that is useful to someone. I wasn't all that motivated by this project, but I did enjoy making a few interesting props.
In summary, it's mostly that I like to be creative, I like to be helpful, and I like being good at things.
@Clint -- Now do they look right?
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