“I am an independent game developer taking a hedonistic approach to game development: I make what I am driven to make and that keeps me happy. I have a strong preference for cooperative / collaborative gameplay.”
I’ve been learning different methods for making low-poly terrain, to match my intended flat-shaded art-style. I’ve also been enjoying the new Blender 2.8 (still in beta at this point) and I felt like sharing what I had found useful so far.
I will probably look at additional ways to make terrain, since there are so many good tools out there. I am not fond of Unity’s built-in terrain system, but it’s great that there are other options. Blender will likely fit within any pipeline I settle on. So this sort-of-tutorial-ish video is my way of giving back to that community and other game-devs too.
And now here’s a video where I talk about my game’s lore, without describing the lore itself. Well I have a good excuse this time: spoilers. ;)
When I tell the lore behind my game’s story, will that give players spoilers ahead of time? Or is it just the setting where the game takes place?
I’m openly pondering this question and I go through a bit of my reasoning within this video. I think spoilers are important to some people and not to others, but context is also everything. How do story & lore relate? I feel that’s especially important in the context of game development.
I do plan on telling the lore of The Norship, which is the setting for my game (OBSCURON). Ultimately the players will have to decide if any spoilers are too much– but I think I will also limit the scope of what details I give.