Monday, September 6, 2021

Good Knight Bullet Hell Steam Early access!!!

What is up you beautiful people!!! Finally the project we have been working on for the past 3 years now is finally seeing the Light of day!!! Good Knight bullet hell! is a One button bullet hell game.
where you use your agility and quickness to dodge bullets. Battle in different mysterious levels of Filipino hells against giant bosses. Featuring stunning visual impact, and original metal soundtracks composed by the amazing young talent leaf xceed music division.
here is the steam link for the game! if you are interested!
https://store.steampowered.com/app/1281400/Good_Knight/
it was an exciting event getting the dev key for the game on steam
it was really fun playing it during Good Knight page's stream last night on facebook!, especially for the newly unlocked levels, fresh bullet patterns, new visuals and rad tunes, it was a real trip!
we have to thank DoubleThink games for making this possible! they helping us with the publishing and backing us up when we needed!, the experience is overwhelming in a good way!
anyway if you are looking for more information about Good Knight you can check out the following links :
FB http://bit.ly/2RQB9RF
Discord http://bit.ly/2Pj9VBR
and you can check out Leaf's spotify as well, he released his latest Album this year!

really looking forward to see what people think of Good Knight Bullet Hell


Thursday, June 10, 2021

Old Project Dump (Ali Baba)

The game was a pixel art dungeon crawler legend of zelda like, sadly the assets were never finished nor the game going anywhere, we spent a lot of time developing this project but I guess beginners learn from their mistakes. The work copyrights belongs to Ali Al-Khiro

Tuesday, May 4, 2021

getting into PBR and procedural stuff

so recently I just had to start learning all the new big boy toys, PBR and Procedural texturing and after 2 months of RnD as well as actual work for a client I managed to learn a lot. here is some progress
Basically it was texture set up for the actual object texture map masked by a procedural damage map and that mask influences the transition between those two textures in color and bump information, it was an interesting learning process, if you want the node set up drop me an email or comment. after I learned that I thought I had enough learning on the PBR texturing and time to move to substance painter and it was a very interesting learning experience. this video tutorial was a massive help helped me understand the complete process through a proper example instead the usual information over load that comes with any tutorial now days, after a little of trial and error I got to those results ( the client's work )
after learning a lot through these 3 Characters I challenged my self in creating one of my own character monster within a single day because...why not! XD
it was a really interesting experience and am really looking forward to producing my own designs usuing this pipeline. this whole process started at March 14 where it begin with playing with blender nodes procedural texturing and masking as an RnD for a coming project and ended May 3rd including the 3 characters ( each took 1 week plus ) cause each had a damaged version and I had to work around the technical issues that came with that. those technical issues I face where when I tried to seperate body parts from the model to replace them with damaged parts, rigging, deformation, normals breaking, A LOT of issues. I resolved the rigging and deformation issues by seperating parts AFTER rigging and paintweight was done and making sure not to play around with the areas that had seams, duplicating those limbs maintaining their rigs and modifying the model with the texture map to create damaged versions. second issue was the normals and that was a bit of a headache and I think we still need better tools for that, when I seperate a mesh from the model the software (Blender) adjusts the normals of that seam which breaks the normals direction. so I solved that issue by pain stackingly duplicating the regular model as a reference point, copy the normal of the vertex ONE BY ONE! and pasting them to the verticies of the body parts, there is no batching process for this as far as I know, if there are any tools that can do this better, please do inform me. anyway, that is the latest update here, Good Knight is still going and soon will be at G-Core show offline gaming evening in Beijing with the help of our lovely publishers at DoubleThink Games. massive updates to GoodKnight coming soon. if you got any questions feel free to comment below or email me. wishing you a fantastic day ahead. ps : you can check these works on artstation as well