Sarah's VR Game levels
Added 2020-06-07 20:24:01 +0000 UTCHi :)
I'll do a proper progress report later on but having spent some of the weekend locking down the final level art design for all of Sarah's VR game (after a bit of asset shopping), I thought I'd share.
Level 1: The Princess

Level 2: The orc camp

Level 3: The friendly elves...

Level 4: The wise old goblin...

Level 5: The lonely farmer

Level 6: The Guardian

Level 7: The Countess

Not too shabby looking I don't think. :)
Although a lot of this is way down the line, it's nice to know I don't have any design holes in the game as a whole and that the concepts that I have planned this route I can graphically execute.
It may also give you a bit of comfort that, despite the size of H5, everything is all plotted and mapped out all the way to the end.
Laters!
Comments
I'm so pleased that I can play a little part in inspiring you. It is a fascinating thing to make a game and hugely rewarding when you see your characters come to life and even more so when people take them to their hearts. But, it can indeed be an awful lot of work! That said don't let that put you off. I started with nothing. No writing experience, no graphics background, no coding knowledge and no IT equipment. I just had a story and a simple home pc with a 2gb graphics card...and yet here we are with what we have now. I think as long as you have the passion and a tale to tell then you can overcome any obstacle. On the Daz side of things it can take time to master but once you do you can make Daz your "bitch", and these days I can manipulate assets and lighting pretty well although I've still a lot to learn. As to coding, you're not wrong in that the more complex the game the more tricky the code. CoC alone is some 1,700 lines but like all things if you take it in little steps and keep a logical flow it's not hard to do, but does sadly remain hard work. No short cuts to that one! Thank for you considering upping your contribution :) I'm thinking of tweaking the tiers anyway. Some simplification and making it easier on people's budgets given that I can't deliver on a monthly basis. I'll probs post something next week on this so wait and see what you think of my future plans first :) But, have fun playing with Daz. I occasionally do little classes on the forum where I show how I tweak and manipulate assets so worth a bit of a peek for tips. There's on here for example https://nottravisgames.com/nottyforum/viewtopic.php?f=5&t=205 which might be of interest.
Nottravisgames
2020-06-10 02:45:42 +0000 UTCYou, Belle and a couple of others have inspired me, and I've started playing around with Daz for the first time, and I now realise just how much work you do setting up the scenes and rendering. As if that isn't enough I decided to look at what would be involved in writing a scene by using a scene from an adventure I made tor a tabletop FRPG (not CoC though!!) Just working out the flow chart to navigate the one simple 'rescue the damsel in distress' type scene in order to work out what renders it would need, see what different paths there were, etc. was a lot of work. And that's just one simple scene, not a whole story with masses of branching paths. And I haven't even looked at the coding it must take in Ren'Py, but having played around a bit with the much simpler (I assume) TADS system some years ago, I can only imagine the work that must go into that too. I just have to say my respect for you guys and what you do to give us these games has gone up even more now! Next month I'll try to up my Patreon tier to reflect this. Keep up the great work. Now I'm back off to Daz to try and work out how to light a scene and make it look as pretty as yours.
Lossow
2020-06-10 01:34:34 +0000 UTCThanks. I'll confess to being pleased with that one :)
Nottravisgames
2020-06-07 22:50:11 +0000 UTCLooking good. The environment from level 5 feels immersive :D nice week notty
William Ricardo Strebe
2020-06-07 22:26:11 +0000 UTC😎
Quinfax
2020-06-07 21:41:44 +0000 UTCNice ordering! 😉
TotesNotThea
2020-06-07 20:34:33 +0000 UTC