added TADS 1 and 2
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@@ -22,7 +22,7 @@
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{#snippet devlogPost({post}: {post: DevlogPost})}
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<a href="devlog/{post.date}/" class="post">
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<a href="/projects/projectn5/devlog/{post.date}/" class="post">
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{#if post.banner}
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<img class="post-img notched" src="/projects/projectn5/devlog/{post.date}/{post.banner}">
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{:else}
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@@ -49,7 +49,7 @@
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<img src="/projects/projectn5/devlog/202311/2023-11-02_01.webp">
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<h2>A Star is Born</h2>
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<p>I begun modelling my protagonist! I didn't progress far, as I currently lack a vision for where I really want my character to go in detail. I have slight ideas – inspirations are, for example, <a href="https://hero.fandom.com/wiki/Merc_and_Green">Merc & Green from Ratchet: Gladiator</a>, and <a href="denholm.webp">Denholm Reynholm</a>. I quite liked the idea of having glowing tubes on the character's back; I got the inspiration from a Blender tutorial that was randomly recommended to me one morning.</p>
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<p>I begun modelling my protagonist! I didn't progress far, as I currently lack a vision for where I really want my character to go in detail. I have slight ideas – inspirations are, for example, <a href="https://hero.fandom.com/wiki/Merc_and_Green">Merc & Green from Ratchet: Gladiator</a>, and <a href="/projects/projectn5/devlog/202311/denholm.webp">Denholm Reynholm</a>. I quite liked the idea of having glowing tubes on the character's back; I got the inspiration from a Blender tutorial that was randomly recommended to me one morning.</p>
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<div class="horizontally-centre-aligned">
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<img src="/projects/projectn5/devlog/202311/2023-11-11_05.webp">
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<img src="/projects/projectn5/devlog/202311/2023-11-12_01.webp">
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@@ -78,7 +78,7 @@ for enemy_resource in enemies {
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<img alt="A crude sketch of a blaster resembling the 3D model shown above." src="/projects/projectn5/devlog/20240401/venom_sketch.webp">
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</div>
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<p>The bolt visible in the first sketch actually makes me consider using <a href="../20240323/#new-weapon">the model I showed off recently</a> as the v2 for the Venom (which I would call Antidote by the way, in reference to <a href="https://youtu.be/fbafd6UV3w4">this song</a>).</p>
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<p>The bolt visible in the first sketch actually makes me consider using <a href="/projects/projectn5/devlog/20240323/#new-weapon">the model I showed off recently</a> as the v2 for the Venom (which I would call Antidote by the way, in reference to <a href="https://youtu.be/fbafd6UV3w4">this song</a>).</p>
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<h2 id="n5-glow">N5 Blaster glow!</h2>
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@@ -140,7 +140,7 @@
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<h2 id="retro">Retrospective</h2>
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<p>It's been almost 14 months of working on Project N5 – sometimes actively, with occasional breaks in-between. Can you believe that this game started from <i>this?</i> (video from <a href="/projects/projectn5/devlog/2023/09/#header-0">2023-09-16</a>)</p>
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<p>It's been almost 14 months of working on Project N5 – sometimes actively, with occasional breaks in-between. Can you believe that this game started from <i>this?</i> (video from <a href="/projects/projectn5/devlog/202309/#header-0">2023-09-16</a>)</p>
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<Video src="/projects/projectn5/devlog/202309/2023-09-16_00.mp4" />
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@@ -42,7 +42,7 @@
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<p>Laura's hair is now separate from her main mesh. The main mesh is rigged using a metarig generated through Rigify, whereas the hair has a manually-created armature. Also, the hair is split into the front part and the back part, separated by the hair band (which is part of the main mesh). This allows me to replace the flowing back hair with a ponytail easily in-engine without swapping out the entire character.</p>
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<p>This is pretty cool, because I can now create scenes for each hairstyle, set them up with <a href="../20241222/#hair-animation">jiggle bones</a> to create flowing hair, and essentially add a toggle to switch between them in-game!</p>
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<p>This is pretty cool, because I can now create scenes for each hairstyle, set them up with <a href="/projects/projectn5/devlog/20241222/#hair-animation">jiggle bones</a> to create flowing hair, and essentially add a toggle to switch between them in-game!</p>
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<h2 id="rigify">Rigging and Using Blender's Rigify</h2>
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@@ -42,7 +42,7 @@
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<p>I think Laura (being born in the 28th century) should look more futuristic, more interesting, and just overall more unique! I also want to make changes to aspects such as her hair, because while I have found out how to animate it in-game, it looks pretty unappealing. Plus, laying the back hair was kind of difficult; making it follow the flow of her shoulders meant that it would not deform properly when running. Making it straight would mean it clips through her torso when standing still. I <i>do</i> have an idea for how to fix that – by modelling it straight and then placing a capsule as collision shape for the <code>SpringBoneSimulator3D</code> – but this didn't even exist when I modelled Laura.</p>
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<p>Also, I think I want to go with <a href="../20250203/#hair">tied-up hair</a> instead. Not only does it animate much easier without clipping, but it'll give Laura a more unique silhouette, I believe!</p>
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<p>Also, I think I want to go with <a href="/projects/projectn5/devlog/20250203/#hair">tied-up hair</a> instead. Not only does it animate much easier without clipping, but it'll give Laura a more unique silhouette, I believe!</p>
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<p>I've been doing some sketching in a new B5-sized (much better size than A5 for sketches, I reckon) notebook, and I'm quite excited for this.</p>
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