Modeling pt. 1

 

While I like the concept of customizable character pawns, I’m not really sold on how they have looked so far. My aim was to have extremely simple 3D approximations for characters, that would be super easy to customize with a few parameters. However basing them on Kokeshi doll meant they became too simplistic and visually boring.

So I took a day and tried creating a new proper model and here is the result. I’m going for a super deformed look with relatively low detail. I haven’t put it in the game yet, but I’m hoping it will turn out great.

Update:

Threw it into the game and yeah, it looks alright. I can move forward with this. 🙂

Character creator preview

I’m currently doing a (super hot) art commission so I have no progress to report on House Dominae. Instead I’ve decided to post some pics and details on the game’s character creator.

House Dominae is very much a game that revolves around named characters and one of my goals is to elevate them from more than just a bunch of jpegs. I’ve cooked up all kinds of systems to hopefully enable that but they all add to the complexity of the characters and a good character creator is paramount to make that work.

The creator is written as a separate application, using modern C++. Compared to the game itself it makes for pretty ugly screenshots so please bear with me here.

Admittedly, I rushed this initial version because at this point I only need it to create a small stable of test characters and I didn’t want it to steal too much time from working on the game. That said, the creator still needed to do a lot.

The most important thing is to make it easy (and fast) to add, configure and tag event images. Additionally, because images are cropped in the game it’s important to give the author full control over how each image is cropped and panned, without introducing tedium.

Tags are ordered by category and assigning tags is straight-forward but this is one part of the creator where I need to spend some more time before I can call it good. There are a lot of improvements I still need to do, and I cringe a little looking at these early screenshots, but all in good time.

Refactoring the building mesh generator

I revisited some of the earliest code I wrote for this, because it’s been getting more and more outdated, specifically how the building mesh is generated. All of the wallpaper and floor materials were hard-coded and now all of that that has been formalized.

In the beginning I imagined the player placing down individual bedrooms and other rooms of specific types, building their brothel up from scratch. I’ve since scrapped that idea and instead the player will purchase pre-built buildings and instead furnish rooms to indicate their use, i.e. place a bed within an empty room and it becomes a bedroom. This meant I had to rewire a bunch of the room logic.

I also took the opportunity to create a few building layouts to test the system.

I’ve also done some profiling and improved the performance of the user interface since it was feeling a bit sluggish. Sadly that effort is hard to convey in screenshots.