My themes seem almost too easy to implement. Illusion, haunting, and deprived senses? Easy peasy. I mean, I like all three and illusion + deprived senses really lends itself to game mechanics which can be as simple or complex as I want them to be. Right now, I'm thinking two young adults/teens take on a job as ghost hunters at a giant haunted candle outlet like Yankee Candle Factory but different (maybe… Confederate Candle Factory?). They arrive at like 10 or 11 at night to take readings, investigate, and well… survive until 6am. Kinda like Five Nights at Freddy's! ;) Only you can walk and like… do stuff!
Then for the illusions and deprived senses. hm yeah… I'm thinking a huge vat of wax that anyone or anything can fall into and it's Unity material gets replaced with a wax texture and shader. Plus it goes blind. If a human falls in, well, they're probably dead. Illusions will be in both the enemies' and players' arsenals. Disguises, red herrings (like maybe a tape recorder with your voice on it to attract baddies, this is the 90s btw), and uh…lights that go out! yesssss. That's one thing I didn't get to do in Slenderman… I mean lights beat d3d_fog any day.Oh yeah, the learning curve. It's 3D so that means 3D modelling. Guess what I have little to no experience in? Yeah, that. But I've tried so many times to learn that now I know at least the interface and I'm desperate to pull something off in Unity and Blender. Last week I read the entire Unity manual (not API, mind you :P that would be crazy). This week I complete a course on low-poly character modeling in Blender. At some point I should start live-streaming an hour a day but at the moment the reference sheet I'm using has boobs and I'm pretty sure you don't normally live-stream boobs on Twitch. Boobs. I said it again. No, no no no, I'll livestream after there's a hoodie and the reference sheets are gone. Shush now children.tl;dr - Summary of my game design + I don't know much about Blender but I'm taking a CGCookie course on low-poly character modeling that I can hopefully finish by the end of this week.PS: I'm so excited for this competition! I hope this whole learning curve doesn't make me lose too much time… Either way there are some sweet games we're going to make here.
what Cyrus said.
if you want something to twist, like a forearm, give it multiple bones in a straight line, parented to the main bone, then have these bones twist round at different percentages of the twist of the main bone.it is kind of hard to explain, but if you don't then your arms will deform and pinch inwards like they are a towel being ringed out.edit: oh and this:create an extra vert INSIDE the joint, and move the joint to be near the outside of the model, not in the middleThanks guys! I'll try to remember that extra face there in the elbow. It certainly makes sense with that extra skin there. Still using quads at the moment, but after I'm done sculpting this will be really helpful in the re-topologizing thingaphase. Blender has a plugin called Rigify that generates a humanoid skeleton for you and I'll be using that as a base. I guess I'll learn weighting too if it looks wonky.
After all the things that I didn't expect to run into with this co-hero character…. I think the enemies will have separate moving parts that move like robots with Unity's legacy animation system. That should be more my level hahaEdit: Woah, Spectre that's intense. I wish I could use that…it looks to me like you could fudge that with some clever weighting
edit: nevermind that is awesome