Of Hounds and Old Gods - Devlog 12.07.2023


This is more like a coffee break update, and I'd like to hear your minds about this. For a while now I've been struggling more with getting this pixel aesthetics work with the functionality I would like to have and it's starting to become a tedious tasks involving writing in editor tools and extra monobehaviors just to sync up multiple animations...etc. which all brought me to the conclusion that pixel art purism (if we can call it that) is going to cost me more time than I need to put a working game out.

My strengths are in 3d and I feel like both me and the project would benefit more if I'd play to them for the time being. That means leaving pure pixel art to game jams or other less complex projects. The reason I went for pixel art in the first place were nostalgia, ease of asset creation and immediacy however that quickly proved wrong when IK and other dynamic animations got involved. I'm pretty sure a more experienced and/or skilled technical artist could get it to work WAY better than I can and I'm open to all suggestions on that end.


That being said I'm going to try and see if voxels/lowpoly, pixelize shaders and pixel art textures enable me to create faster. --- My current workflow : Creating voxel "parts" and using a simple script, assigning them as a child of corresponding bones in the rig. So it's a matter of swapping objects, no skinning, no weightpainting, just shameless voxels. I'll test a.s.a.p. with additive animations, IK and aiming to get a more definitive result. (edited)

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