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Yorke | Stars Die

@yorkegj

Game dev. Currently making Stars Die, a sci-fi Walking Sim with branching dialogues

Yo, sorry I have been so silent lately, there’s much work to do in the game so I don’t have much time to post stuff. I you want to see more updates, I am (slightly) more active on my Twitter account.

Here are some recent screenshots I’ve already posted there:

As always progress has been going non-stop, slowly but steadily and aside from many dialogues, which are still being reworked and rewritten, only a few minor models, sounds and animations are left. All other crucial elements have been finished.

The plan was to release the game before the end of the year, but considering there’s still a lot of polishing to do, it’s most likely going to be early 2019.

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Hey there bois and gals. Just wanted to introduce you all to Rygg, the last character I’ve been making for 👉  StarsDie, Yorke’s game 👈 which you can also follow 👉  HERE. 👈

It may look like a convoluted way of approaching a 1k tri character with only one 256 texture BUT HEY, you have to work with what you know it works.

A creeping sense of guilt for not posting anything in a while made me realize that, for a dialogue-based game like Stars Die is, I haven’t actually shown any ingame dialogues yet. Brilliant.

This short video is the very beginning of the game, that replaces the typical main menu. All the options are available through contextual objects. Sleeping on the bed will quit the game, interacting with the mirror will let you set a custom name for your character or change game settings and the boat’s wheel will start the game. This way, the game teaches you the very simple mechanics right from the start while also serving as a brief introduction before the main game begins.

As you can see, the dialogue system is pretty standard, similar to that found in CRPGs, particularly Planescape: Torment, which was the main reference for this. I experimented with some less conventional dialogue mechanics, but I couldn’t really design anything that felt right for this game. It already has a certain old-school feel to it overall that I can use as an excuse for the lack of experimentation, so it doesn’t bother me too much (it does literally keep me awake at night though).

This is just one example of a conversation the player character, Dybowski, is having with one of the main characters, Dr. Miyazawa, also modelled by @wabbaboy, with the character art made by my good friend Javier Benítez, like all the others. The room right now looks too empty and bland, but it’s still very much wip. The image below is a slightly closer to how the interiors will look in terms of density.

Nothing amazing but fucked lighting aside, it looks kind of cozy.

The rest of the game is relatively close to completion, around 70% according to my omniscient progress excel, with the only exception of music, which I’ve been trying to compose and produce myself as part of the challenge and learning process, but so far it’s been an utter disaster. Hopefully I’ll get there eventually. Or maybe I’ll just rip off Ulver. 

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Second character for Stars Die, I would hug him if he was my grandpa.

878 Tris one 256x256 texture

Breakdown

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Source: skfb.ly
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A while ago I posted some alien plants that I was doing for a project called Stars Die, check it out. Now I’m also working on its characters, this is the first one and I hope I can show you more as they get done and approved for the project  👌. Aiming for a PSX aesthetic.

848 Triangles one 256x256 texture

Breakdown

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Source: skfb.ly

Apparently, 2 weeks ago made one year since I started developing Stars Die, so here’s a short video and some more info about the game, to celebrate I work so slow.

The visuals haven’t changed much compared to my previous post, since most of my recent work has been kind of back-end stuff, but at least all the programming is pretty much fully implemented, so now “only” writing, character models and sound design remain.

Story:

A woman has been guided towards a disturbing place. Others are already there, threatened and protected by an unseen will, bringing unrelenting change.
Stars Die is a choice-driven science fiction game that explores the role of mankind and its future in the universe.

Did that sound pretentious enough? Good. Here are some of the game’s main features:

  • Converse with people and explore the island freely to advance the story and find additional information.
  • Multiple parallel storylines, each with many different ramifications, that are affected by your actions, whether you’re aware or not.
  • You are in control of your story, you decide which narrative paths you explore and when, or even which ones you skip completely. The game doesn’t force you to do anything, your outcome is entirely up to you.
  • The player however, is not the center of the narrative. Each character has its own agenda and perspective on the events, and they will try to act accordingly.
  • Think carefully who you side with (if you want to side with anyone at all), others may not be too happy about it and the consequences could be irreversible.
  • Your choices are not about moral dilemmas, but ideological ones. There’s no black and white, not even gray areas, it’s all about what you believe in.
  • You decide how much you want to know, have long debates about all sorts of topics, or cut to the chase.

I expect to finish the game between summer and autumn. I may release a small demo before that, where you can at least play the first chapter, which is around 80% done already, to show a brief introduction to the game and hopefully get some feedback and extremely destructive criticism.

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Just wanted to share some details of one of my favourite models from a game I’m doing some work for, you can check out more details about it in my previous post.

The games artstyle is really low poly~low res kinda reminiscent of the PSX era but because I’ve never done this low-res style before I start the process in high detail in zbrush, make a mesh as low res as possible and texture the whole thing in Substance Painter. Later I bake the normal/height map with the color map and reduce the resolution.

I try to not spend much time with these since in the end most of the detail is barely even readable but coming up with the designs has been harder than I expected and most of the bulk of the process consists on building an interesting sort of organic plant rather than later texturing it and such.

The end result is pretty dope I like it.

Hi, I haven’t posted anything in more than a year, but I want to finally show some of the stuff I’ve been working on since. I’m making a game called Stars Die, a choice-driven science fiction game, inspired by games like Pathologic and Xenogears.

Visually, I’m trying (with help from @wabbaboy​) to go for a look a bit reminiscent of late 90s 3D, but also blending it with current techniques like slightly higher polycount, real-time reflections and a few subtle post-processing effects (no chromatic aberration, I promise). 

Not all art is final, and some of it is still missing, but overall it’s fairly advanced in development, and I hope to have it finished this summer. I’ll post more information in the future.

Hi, I made the enemy boss P-33 “Beepy” from the videogame Nier.

The model has 5700 tris and just regular Albedo, Metallic and Normal maps at 2048.

I used Blender for the modelling, then switched to 3DS Max for editing normals, unwrapping and making a simple rig. Finally I let Substance Painter do its magic and did some final adjustments on Photoshop. The render is real-time with Unity5.

You can also see it in Sketchfab:

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A new version of Random Access Dungeon is here!

Notes since last demoday:

  • +3 different enemies
  • +Combat Mechanics
  • +Lighting in all the rooms
  • +More secret areas
  • +More shortcuts
  • +Everything is nicer
  • +New area: Tutorial
  • +Better menus
  • -UE4 greyman (I’ll miss you)

Things I’m aware that need change:

  • Animations, most of them are placeholders that we needed so the programmers could work as soon as possible
  • Combat feeling, it’s quite clunky at the moment, any idea to improve it will be appreciated
  • Sounds and music, right now the only sounds in the game are a couple of tests I made
  • Chests, they’re ugly
  • Ranged enemies not shooting where they look
  • Ranged enemies firing through walls

Things that might be for the next demo:

  • Lots of new environment art
  • Final textures and animations on characters
  • Final boss
  • More memes in enemy names
  • Better combat feeling
  • Juice
  • One more puzzle and one more platforming section
  • Gamepad support for menus
  • Translation to Español
  • Shop and secret shop for juicy upgrades
  • Companion AI that will follow you and interact with enemies and environment
  • Sounds and music?

Hope you enjoy the game, any feedback will be appreciated and communicated to the rest of the team.

Have fun!

This is Santa’s factory for the videogame Present Catcher™. 

The first two screens are just the factory in Unity5. The other 3 are from the game itself, which was done in UE4 in collaboration with @jackwabba, who mostly worked on the gameplay, interface and overall project while I worked on most of the 3D models.

This game was made in around a week for a winter-themed Gamejam in our spare time. 

You can download it here:

A lamp I did a few months ago to test the new real-time reflections in Unity 5. Only the skybox is a texture, everything else are reflections directly through geometry.

It’s pretty dense in tris -around 48k- but it wasn’t really intended as low-poly anyway.

The last pic is the real lamp I used as reference.

Here’s a link to see it on Sketchfab:

An overview of the level of the third person shooter horror game ‘Blackshard’ for PC.

This was a student project I did last year in 7 months using Unity 4.6

Around 90% of the art and programming was done by me.

The game plays like shit, but visually looks pretty good considering the limitations of the engine.

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