I'm Keith Farnsworth. As you may have figured, I possess mutton chops that I am rather proud of. Oh, and I make games, just like everyone else.
You're probably right; I'll see about reducing it down a bit.
Aye; what better way to get some extra height or distance than to have someone that can fly carry you?
As a side note, I wish we got notifications when comments are posted; I keep missing 'em.
Thank'eh! I'll attempt to throw something together sometime soon.
Hey now, don't encourage him.
Thanks, man! Glad to hear it!
The former; you can wander about as you please between traveling to 'mission' areas, like modern Zelda games.
Thank'eh, friend! I'm glad to hear it's good, considering I've never done a trailer before.
Thank'eh! Coding was rather difficult for me too, at first; I'd decided that I'd just start, and learn along the way using Unity's scripting resource. It's worked out pretty well thus far, methinks.
It's mostly just me. The only thing I can't do is the sound and music, so I've got some help with that; Sam English is going to compose, and Hyperduck Soundworks is going to handle the sound effects.
The sun uses a directional light, but it's at a pretty low angle. It'll look a lot better once I finally figure out how to use Unity's lightmapping system.
The dark lighting is due to the level taking place during the morning; The ambient lighting is usually pretty dark.
Thank you, my friend! There will be some levels that are like the typical Zelda dungeons, but there are others that take place in outdoor areas, as well.
I'm not sure if there will be smaller settlements anywhere, but the major city is that huge windmill tower, Highmill.
And I'll take another look at the run animations some time in the future!
Thank'eh, my friend! Aye, there's no actual 'end' per se; the level just stops at the door.
I don't actually know of any tutorials for it, but I can tell you that the main thing is to be sure that any polygons you add either help define the silhouette, or with animation deformation. Other than that, the best thing to do would be to examine how others model their low-poly works.
Thank'eh, Fib! Any opinion on the text's color/size/etcetera?
I'm having a few issues with this.
I had made it a bit too dark, but found no way to change the brightness in-game. Then I tried closing out and opening it back up, but then it just skips the options, including the language selection, and goes right to the main menu.
Why would it be free?
Glad to hear it, Insolent. Hopefully I'll be able to make the area fun to navigate as well as to look at.
Thank'eh, man. He went through the most design iterations of any other character.
Thanks, man. I've never actually worked at that resolution before; the thing's friggin' huge. And yeah, Levias was the main reference I used for the design.
Much appreciated, ye spiffy gent.
Aside from the guardsmen, the five other characters I have modeled are a part of the main party. Each has their own role, but Ellie, Gil, and Van do the brunt of it. The rest of the characters shown in the sketches are either NPCs, or villains.
Perfect. Eventually, most of the outside guards will have different 'personalities' in their animations.
Thank'eh, Fib. These two are the same model you saw in the animation video.
I think there are a multitude of situations that could be resolved with the application of four more fists.
The fact that it pleases you pleases me.
Glad to hear it, Karkat.
Thanks much, Fib.
I'm entertaining the notion of starting up a Kickstarter or something when the game has a bunch of progress so I could afford Unity Pro and make it even prettier.
Is it because his cape isn't animated yet?
Aye, Armstrong was the main inspiration for 'im. In fact, his original concept was basically Armoured Armstrong, but that would probably lead to issues.
Don't worry, I most definitely will. No game shall be left behind!
Thanks, luch! The design itself is actually from a friend of mine:
Yeah. Aside from the weapons they've got, everything is just placeholders while I get all of the basic stuff implemented