drbn

Welcome to my site

I'm spending most of my time working on making a video game called Scythe Machine and plan to post updates and gifs here along with other photos and drawings. I also post updates on my reddit account, as well as a few updates + photos + drawings on my instagram.


Wishlist Scythe Machine now!

If you'd like to get in touch, shoot an email to joshua@drubin.io

Back to the Devlog with a Character Rework

Well it has been just over a year since I stopped making actual posts. I fell off after just three entries, a new record. Well now I'm back. I was finding it much easier to just post stories on Instagram, but it feels too ephemeral now. I'd like to just have it all in one place. I have been regularly working on Scythe Machine, but since I don't have it in me to fill in a year's worth of updates, I'll just mention the most recent one.

 

I just reworked the green fellas because they were the first enemy I made over 2 years ago and the animations / control-scheme was out of date. Below is part of the new sprite sheet that I generated after exporting the 3d animations from Blender as a sequence of images which then get put together in Aseprite to make the actual sheet.

   

Then I pull that sprite sheet into Unity where it gets sliced up with every frame receiving a label of some sort. Afterwards, I personally use code to control the characters’ animations every frame because the built-in animation tooling in Unity is kinda wack.

The first gif at the beginning of this post shows the green fellas and their new animations / movement stuff. Excuse my poor aim in the clip,, I’m working on it 😵‍💫

Import New Artwork in B&W

Today I messed with some of the lines from the new artwork and pulled it into the game to see how it looked. I haven't colored anything yet, I wanted to see what it would look like in black and white. While it does seem like it could possibly be worth exploring, it feels a bit more like a story book than a game, which isn't exactly what I'm going for. I think I'll spend some more time today/tomorrow adding color in a way that will let me change it in the game at runtime. Given that there will only be a few colors, my plan is to color in the artwork in photoshop in greyscale, and then write a shader in Unity that will map those greyscale color values to some color parameters that I can specify either in code or via the Unity UI.

Giant Re-work and Rig

I got some sick environment artwork done by Jackson at Snail Farm so I reworked the Giant character to match the artwork. The character has a weapon now, which I was hesitant to do at first because it complicates everything; the rigging, animating, in-game logic and effects are all harder to setup and deal with. But I do think it'll probably lead to a more interesting boss fight with more ways to create different kinds of attacks/obstacles. I just finished rigging the character with different weapon slots in Blender (i.e. I now have different ways of controlling the weapon/limbs of the character when animating) so I can finally get to the actual animations. For now, I'm going to just start off with getting the giant to stand up and walk around. Once that's in place, I plan on spending time to work with the artwork to try and figure out the best way to include it in the game. The first thing I'll try is to hand-paint a normal map on top of the artwork, bring it into the game, and get the lighting / colors to look good.

Giant Attack Animation

Started working on the giant's first attack animation. At first the thought was that he should dive the player(s) and cause a shockwave, so I animated that. Then I realized I had to animate the giant getting up and going back to idle somehow, but thought it felt kind of boring. So I ended the dive with the giant going into a headstand ready to start spinning into his next attack like a damn Beyblade. Let it rip baby.

here are some of my photos • 📷 minolta x700
• 📷 sony a7iii

todo

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