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TwistedFlog

8
Posts
A member registered Aug 07, 2023

Recent community posts

(2 edits)

Makes sense for the game to contain the "extra bones" for weapons and such, they are pretty much just markers/gameobjects that indicate to the game where to attach or do things, creating and appending empties in Blender is easy enough for that on my opinion and also not complicated to do in Blender, but it is true it could be something more complex for someone that is not as experienced in stuff like this and I also agree that it could be a higher barry of entry, but with a guide I don't think that should be too much of an issue, iirc bundles can be compatible with a game even if built on different versions of Unity and even if it wasn't the case, downloading a specific version of Unity isn't really complicated at all, I think making stuff in Unity could also open the possibility to import other types of assets into the game as well in the future if you are looking into expanding the modding aspects of the game while mantaining it somewhat accessible while also making it easier for you to work on it on your end

Anyways, I love what you are doing and for what I am hearing that's an impressive work on the model importer, amazing job so far!!!, please take your time 馃


Updated my comment as I realized that I didn't quite fully explained it lol

(9 edits)

hmm, don't models in archipelagates use humanoid rigs?, wouldn't it be possible to look into implementing like a unity asset bundles load system?, so the modder can like build the different character model prefabs as bundle files directly on a Unity Editor?, iirc if the character model is an humanoid rig the already existing animations from the game should just work in any new models that also use humanoid rigs built in Unity as bundles, unless the game uses some sort of custom thing for their animations in that case I would guess the most important thing would be to keep the bone rolls concistent when compared to the original model bone roll orientations which should be a fair compromise as setting that up in Blender isn't too complicated

The worst case scenario is that the game straight up does not use humanoid rigs or uses them but the animations animate the rig of the characters as gameobject not as humanoid type like it should, in which case I guess this solution I am suggesting is useless, but tbf I don't know any Unity game that was made without using humanoid import type on the model settings or that directly animated the gameobjects without the humanoid rig usage, that would be crazy to do as the humanoid rig settings allow for quite a bit of changes when working with animations lol

Asset Bundles is what is usually used for official mod support in Unity games, regardless, what you have worked on so far it's still a pretty cool thing and I appreciate it!!!

(1 edit)

How is it going?

(1 edit)

I got a suggestion!, can we get custom character models support?

Fully custom character model mod support

(3 edits)

Should try giving a chance to the game on Steam again, I know that Steam didn't accept it, but if it's possible to try again you should probably try again if it's feasible, a game like this could have definitively way better chance on Steam

Now, I do gotta say that I am kinda disappointed as I did expect this game to have more updates as that was in fact the main reason I bought it in the first place

If not possible, adding that would be cool as hell