#greybox
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One idea that I've been playing around with is VRmin Hunts. These world be short, combat focused side missions that shower you in ammo, but force you into denser encounters. Not sure whether we can commit to it fully at this stage, but it would certainly be doable if didn't worry about texturing the maps straight away.
#samurai unicorn#cyberpunk#ps1 graphics#indie games#psx#low poly#indie dev#game dev#90s vibes#character design#environment design#level design#greybox
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what are your thoughts on shrimp
as creatures: great! funky. love it as food: yucky
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Does your activism and positivity include drunk drivers?
this is probably a hate anon but im going to dignify it with a response anyway. because yes, it does.
disclaimer: i am not saying drunk drivers bare no responsibility for their actions. they do, as we all do. part of why we (all people) are responsible for our actions is bc we have awareness of them. we can make choices. and when our capacity for choice and awareness is diminished (i.e, when we are mentally disabled), our responsibility is too. note that i say diminished, not gone. that's important.
anyway. i know people with DUIs and they have grown into much safer, happier people. people can change, and addicts (disabled people) need support to make that change. disability (human) rights cannot depend on someone's morality. they wouldn't be rights otherwise. they'd be privileges... and we all know turning rights into privileges leads to oppressions.
#asks#anon#greybox#graybox#driving under the influence#drunk driving#alcohol tw#DUI#alcoholism#alcoholic#disability rights#human rights#morality#addiction recovery#addiction#anti ableism#ableism#sanism
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Waverider Interactive 3D Model
Project ✤ Creating the Waverider from DC’s Legends of Tomorrow.
Devlog 6 - Now that the initial modular kit is done, I tried my hand at greyboxing the Bridge, kitchen and dining room. Twas pretty fun.
Above is the kit so far, I did some tweaks after testing out how it fits together in maya, and some UVing so that the shaders don't go crazy in Unreal. I also made sure to export it all with the pivot at the world origin.
I explored two ways of modelling in Unreal. I chose to model in Unreal for ease of testing :
Brush Editing :
Simple brushes/shapes - additive and subtractive ways to model (basically an modifiable boolean).
Great for walls and doorways - options to make into static mesh/dynamic mesh (dynamic mesh will not add to content browser)
Not so great for props.
Modelling Mode :
Basically like every 3D modelling programme out there but a bit more clunky.
Works well with props.
Collision is already made with the mesh.
Reflection
A lot of other challenges arose - but it was largely fixed with tweaking.
I've gotten faster at using the brush/modelling tools and can discern which to use for certain areas.
There's a bunch of small details that I've noticed since greyboxing.
It is very fun to finally walk around.
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devbox_carpark_v2
backlogged screenshots of version 2 of this thing
it's mediocre at best
changes from the previous version,
shrunk down the arena on the horizontal axes, first version proved to be too big
added support beams
added another rafter at the very back
reworked the derelict elevator shafts, moved the upjet to the 2nd floor's height instead of the ground, this way you can use a single rocket to jump into it from the first floor and then get boosted up to the 3rd, or you can drop into it from the 2nd and get sent to the 3rd.
additionally, added angled scaffolding at the top of the shafts which deflect your momentum when you're flying into them, which helps you get to the center of the arena faster
in testing the map got a lot of positive feedback, so i'm most likely going to pursue working on this and turn it into a real map eventually.
my vision of what this should look like is still lingering in the back of my mind, and i can't let it go to waste
#fortress forever#source engine#team fortress#team fortress series#hammer editor#hammer#my art#mapping#level design#arena#devbox#greybox#carpark#lighting is still ugly on purpose by the way#real art coming soon probably
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was listening to disucussion on drafts (for books) and like...would be cool if perhaps things that are datamined in games and do not appear in the game as the "final" product allows it to could be called drafts over "cut content".
Idk the perception as i often come across it that anything that remains in the game but isn't available to the player by way of being shit that's left in the files because that happens was somethign that "should've" been in the game to being with (even if incomplete...) which i think shows an ignorance to the actualities of development and the often creative process (keep in mind i'm talking like what is often a (big) commerical final product here where many different people will have been a part of the process). Like you don't have the meetings hours, you don't have the developer discussions they had at work about this, you will never understand why something was cut from a game (usually: time, resources, that shit just wasn't working, that shit wasn't working in a way that was fun (even if it sounds cool to you)) or what acutall purpose it might've served and i don't know i think it's more constructive to think of these as left over pieces of a draft rather than fucking cut pieces of "content"
yes it can be interesting to discuss and perhaps treat it as if it could be part of a larger puzzle, but if it doesn't exist in the final version it's not even being cut to fit
#yes it is that but also like. idk would people probably go nana over a greybox level or something like lmao. that's a greybox???#that is literally a draft of a level it's purpose it to be simple so the level design can get worked through like#not trying to say this to go 'hey you are silly for wanting to try and see what this stuff would look like if 'restored' < see even that wo#even that word 'restored'. idk maybe my hackles raise too much when i often see people treat it as like 'this is a thing that should#have always been in here rraaaarhg' or whatever like nah. how could you know?
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on the cusp of being one w/the assignment today and then i need to continue my escape room project today and tomorrow bc alpha test on wednesday ... head in hands
#thank god its just an alpha#so like shitty greybox#barebones mechanics#some minor sound fx#personal.txt
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Blog 3: Blocking out the Concept
Mithesh S Kotian
Firstly, I started Blocking out the environment for better understanding the levels of the environment and placements of the assets.
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Day Six (Part Two)
I need to figure out my level and what I want it to be by using greyboxing.
Greyboxing is used in order to make what is essentially a rough draft of what you'd want your level to be without actually detailing the environment. This is used so that you are able to test the level as soon as possible in development rather than fully texturing and modelling a hallway, just for it to be too small for the player to fit through, which then leads to you having to delete that wasted work. (Any images used below come from this site)
The plus side to greyboxing means it is a lot easier to actually map out a level and means you won't feel like you've wasted your time if you delete an asset as it was literally just a grey box. This is because it allows for experimentation with the map design as it won't be wasteful of somebody's hard work by deleting a purely grey cube you resized in about 5 seconds. Here you can see the before and afters of a call of duty map.
Notice how on the right side at the top, you can see what was just a large grey cube then on the bottom you can spot that that simple mesh ended up becoming a barrel, telephone pole and other miscellaneous items.
Additionally, I mentioned it previously but another great advantage of greyboxing means that you have something physical that you can playtest as opposed to it being discussed in some form of work chat but having no physical product.
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greyboxing is so hard to stick to but I'm doing my best
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what's your opinion on Solar Worship
i'm more of a lunar guy. sun's too bright.
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Should prob look into substance abuse resources
my friend have you been following me for long because that is all i try to do. like. ahah. i was supposed to go to rehab. im going to A.A tonight. im going back to my substance abuse counselor, emailed her today. lmao. i hate. when people do this. it's like hearing someone has depression and going "you should see a therapist" it's just really condescending even if you mean well
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I don't think we've shown a level this early before, but here is the freshly greyboxed layout for the next hub area.
It's super messy, but I really just wanted to get a feel for the space and how the S3PF command would work as our central hub. There's a lot more to this location as well as some hidden areas tucked away, but for now I think it's in a good place and ready for an art pass.
#samurai unicorn#cyberpunk#ps1 graphics#indie games#psx#low poly#indie dev#game dev#90s vibes#level design
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gloomy arena deathmatch map vaguely inspired by UT99 probably
(it's a only a layout prototype so it's ugly on purpose)
iv'e been going back and forth on the idea of posting this here but i figured it's whatever
name and layout just came to me at some point, it's only vaguely meant to be a carpark and by no means a realistic one;
call it a surreal carpark
maybe even an

unreal carpark
also yeah the lighting is terrible i set the lightmap scale to 32 on purpose it's meant to be ugly on purpose because i'm prototyping
don't know if i'll actually go through with my vision on this map, will see what i'll do with it after playtesting the layout
#fortress forever#source engine#team fortress#team fortress series#hammer editor#hammer#greybox#devbox#layout#prototype#ugly on purpose#probably the closest thing to a sketch in mapping#my art
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