Hey there, can you please tell me if the hair variations exist as individual meshes? I'm looking to use specifically the hair on models from a different asset pack. Thanks!
AdamKormos
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If they don't use blend shapes, do you think there's a way then to make those body changes in-engine? Like, if the models are exported with multiple meshes, I can see being able to scale them or something, but basically I'm wondering if the body variations can be utilized without manually touching the model in Blender.
Hey mate, in the description you say the models are easy to modify to add variation (e.g. fat, skinny etc.), I was wondering if these are available in the form of blend shapes on the assets?
I'm looking to randomly apply variation to the character through the Godot engine (I'll have a bunch of NPCs), so if the models use blend shapes, that would be perfect for this.
Hey everyone, I'm Adam, a programmer, developer of Pik the Archon. As the title suggests, I'm making a beat 'em up-platform hybrid and I want to show you how it's been going so far, share some thoughts and feelings. I plan to make content like this more often because it helps with transparency and also keeps my brain organized.
The idea of this game had been dwelling in my head for a good amount of weeks before I started pushing asset creation. This dates back to about early September, when we conceptualized Pik, the main character, a cheeky little skunk with Tim, the artist I decided to team up with. I already figured the timeline is going to be very ideal for the project, as my college semester ends around December, so that gives time for 3D art to be worked out, I thought. And I was right. Just a few weeks ago, Pik's animations have all gotten finished and now I have a handy-dandy character resembling the behavior and vibe of Crash. But I'm getting ahead of myself. Who's Pik and what is he doing?

It helps if you're familiar with Crash of The Titans/Mind Over Mutant, as those games inspired me to start this project. TLDR, you beat these strong mutant creatures as Crash and jack them (yeah, that's how the game calls the interaction - think of it as saddling them). This makes you control a particular mutant (or "titan"), using its abilities and fighting others that way. I was always fond of these two black sheep in the franchise, even though they got a lot of hate -- most of which was reasoned such that they weren't really... Crash games anymore. But I went further than that; as I played through Titans earlier this year, I realized something. The combat is just NOT enjoyable. Like, I don't have a darn chance winning unless I spam default attack. Especially when I'm not on a mutant. Sure, the game was cool as a kid, but it doesn't have that *enjoyable* replayability as an adult - to me, at least. I also felt the game penalizes you too much for certain things like getting hurt. You have so much downtime it's painful.
So that made me think. I really adore the idea of controlling a diversity of creatures, but I wanted to combine that with fun, responsive, faster combat. I got to work, set up a GDD and a roadmap for myself with the goal to showcase a combat demo with Pik and an enemy creature you can saddle. And a few months later, here we go. I finally started writing code, but all my time as a programmer, primarily having worked on games, I know there's a bigger task ahead: finding an audience for the game. I *don't* know how I'm gonna do it. I'm telling you right here, I don't have a clue. This isn't like coding where I ask someone and they tell me to do this to achieve that. However, I can try everything. I'm deliberately pushing socials, made a Steam page and a Discord VERY early on. I'm logging my progress frequently, I share the game with friends and acquaintances, and as soon as I have something testable/playable, I'll share it with interested fellows. We'll see if this works, I suppose?!

Whew, thanks for reading my first post! This was more of a vent than anything, but maybe it taught you something or ended up being meaningful. Next time around, I want to focus more on the production cycle and difficulties for me so far. While I'm still early into the journey, I feel like I have the will after years of experience to pursue this path together with you all.
If you wish to see Pik in action a bit more, I uploaded his animation reel to Youtube: https://www.youtube.com/shorts/pdj3fUqwxGI
Revshare, NOT paid!
We are more looking for a programmer and a 3D artist.
We're working on a 3D simulator game centered around bees, inspired by farming simulator. This project involves strategy and management elements, also building an ecosystem of beekeeping.
You don't need much prior experience; we welcome individuals who are eager to learn and motivated. Once the project starts making money, we'll share the earnings. We're expanding our team because the game is getting more and more complex (the leader has already spent months working on our prototype - I got brought on board just a bit ago).
Recently we have gotten around to reviewing our current progress and made a vast document of enhancements we consider pretty important. Right now, the prototype only incorporates a few gameplay elements like managing bee hives and retrieving honey + selling it (only with the click of a button for now). We want to scale the vision further and grow the possibilities of gameplay features, like introducing bee diseases, a skill tree, a shop system, vehicles, a tablet to overview a bunch of statistics and things happening in the world and so on. And once everything lined up, we're ready to make our marketing move and ship a demo as well.
Our main language is Hungarian, but we also communicate in English. We don't have deadlines really, as long as communication is clear and maintained, we're all good :)
Feel free to ask in DM or add me on Discord (username is olcgreen) if you have any questions or if you're interested in working with us!



