rogernarok

New Member
Mar 18, 2020
1
0
hello! im stuck in the game, my missions are to create a bait and sharpen the axe but i dont know how. if someone could help me i would be grateful.
 

laflare82

Active Member
Dec 24, 2018
978
919
This is a great game it has grinding but extremely simple not boring over the top only thing that saddens me is this project might be completed soon with just a few updates, if this game could get more added to it even a revamp of the entire game with more of that adventure feel too it more grind more items more monsters harder fights more traing more quest just more would be fantastic it kinda makes me feel like I'm playing a porn version of (RUST) in a sense. I honestly don't think most would mind slower updates if you'd have to sacrifice for more gameplay great game I just like Devs who take their time to make good games like this. I dislike RPGM games just to much too do and it gets a bit boring kinda like any turn base games such as Final Fantasy I never could get into any of them until I got my hands on FF15 but this is just perfect.
 
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Retro

Retired
Former Staff
Sep 7, 2017
3,217
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Unlocked


I've mentioned a few times already, that working on v0.2 is going to take a bit more time than my usual updates. Today I wanted to talk about the reason for that and how the progress is coming along.

While the ideas and the base mechanics of MIST are already there and the code is easy to implement. There is one big thing that is slowing down the creation of new content. The 3D models I have, the assets.
Assets can be acquired through a lot of places on the internet and while a lot of them cost a good amount of money, there are also plenty of free options.

But, I am not using those. I am modelling about 95% (rough estimate) by myself and I am also texturing them by myself. Now why am I doing that, when it costs so much time and there are options out there?
That is at least the question I asked myself before deciding on this way of doing things and I've found several answers to justify the work.

1. Performance:
Models from the internet aren't always made with performance in mind, they are often just made to look good. But for my purposes I need to keep performance in mind constantly. That is why a bunch of good looking models are already not an option.

2. Compatibility:
Many models are not compatible with different softwares and versions and finding only recently uploaded models that won't make a problem is a lot of annoying work.

3. Consistency:
I want things to feel like they are made for the game and not a random assortment of models. For that I need consistency in the visuals. To achieve consistency I need control over the models I use and the textures they have. Using downloaded models makes it difficult to keep everything coherent and often requires changes that get so complicated that I could have made the model by myself either way.

4. Skills:
Modelling everything by myself is helping me improve. All aspects of my modelling have gotten better and faster and the same goes for texturing. The repetition and constant new challenges simply help me grow and I think it shows in my newer assets and will keep showing itself in the future.

5. My own library:
Lastly and maybe most importantly, I am no against the use of asset libraries. Why would I? It isn't only the standard but pretty much necessary in 3D, because modelling even small things takes a lot of time. That is why I am simply building up my own library which I can then use in the future for every single game I want to make.

I have already made around 100 models for MIST. All objects necessary to fill up good looking 3D renders. That number is only going to increase and at some point, I can freely use all those models for all games I am going to make without worrying about it. While it slows me down now, it will significantly speed up my work at some point. I obviously don't know when exactly that time will come. But I am already getting close and filling rooms and forests is a lot easier now.


Now, how far am I into v0.2? That was one question I wanted to answer. The thing is that I already completed most models I need for this. And I already began to write and build up new backgrounds. I am also already planning the new scenes and as you can probably tell, things are going pretty well. A release in march will be difficult. but I think early april is realistic.
 

Retro

Retired
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Sep 7, 2017
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Work for v0.2 is going great. Planning ahead in the current times is a bit difficult, but I think I will manage a release in the next two weeks. Here is everything I managed to do in the meantime.
Everything new:
  • I build a bunch of new assets for the next dungeon.
  • I made around 8 new backgrounds.
  • The new girl is pretty much finished.
  • More dialogue and quests.
  • I properly implemented the farming.
As I wrote this, I realized that it actually sounds like I didn't do that much. But trust me. The new assets and backgrounds are all quite important and will allow me to focus completely on writing, programming and animating for the next two weeks. Allowing me to freely implement graphics and code without having to worry if I can visualize it or not.
In the end I am very excited to share v0.2. The update that will finally pick up the pace and get things moving for good. It will also see a few changes to the current gameplay loop and tone of the story, as it comes to light what the mist meant for the people who weren't so lucky.
 

mtrerner

Newbie
May 22, 2017
24
42
Looking forward to it. I am very impressed by the writing and how well done everything is. Anyone complaining about a food grind is a total bitch.
 

Retro

Retired
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Sep 7, 2017
3,217
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Dev Log # 11 | Fluid Simulations

Cumshots are important. We all know that. They are just fun and a must at the end of a scene. But in 3D they are actually quite difficult. In this Dev Log I will be talking about fluid simulations, why I never used them before and why I hope that I will be able to make decent looking cumshots in the future.
Animating fluids is not that simple in 3D. It is quite difficult in fact. I've tried out a bunch of things and looked at many different approaches, but never got a satisfying result. It might be that I am still lacking the skill or the methods were bad or I didn't copy it correctly. Or even all 3 of them together.
In the end I was never satisfied and any good looking fluids broke down when I tried to animate them. Now something big happened. Blender, my 3D software, introduced a new simulation system. It is called Mantaflow and is a lot easier to use than what they had before. And not only that, it runs a lot smoother aswell.
And I mean a big lot. The old fluid sims took forever and especially the collisions never really worked for me. Of course you have to keep in mind that someone who is skilled with the system might not have had those issues. But I couldn't get it to work like I wanted to. Mantaflow is different. I watched a 15 min video by the youtube channel Blender Made Easy, played around with the settings for a few hours and the result is visible up top.
Now there is obviously room to grow. I know that, trust me. But for 3D and an instant improvement I am still happy with the result. And now I can test it out a lot more. Play with Mantaflow and integrate it into the new scenes. There are a few restrictions, so the result will probably never look completely real. But as the game doesn't go for a completely realistic look either way I think it isn't that big of a deal.
In the end it isn't the world. But for those who like cumshots, dripping semen and juices this will hopefully be a good adittion. And as I personally like all of those I will definitely try to get better and better at it!

 
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