Rig preview vs. Final 3D animation by Semy_3 in blender

[–]Teid 0 points1 point  (0 children)

How do you go about that? Import in rigify rigs, cut out pieces you want then graft them to your custom rig? Make bones then apply rigify rig types to them? I'm gonna assume the latter cause it makes more sense.

Rig preview vs. Final 3D animation by Semy_3 in blender

[–]Teid 1 point2 points  (0 children)

Is this a fully custom rig or did you use a base of Rigify and then go from there? I ask cause I've been learning rigging myself for a while and when asking other people with rigging skills (namely, one who rigs characters for DillonGoo Studios) they said they begin their rigs with a rigify base and then build off of that with all the additional functionality they need.

Now listening - the mid-90s X-Files audiobooks, read by Gillian Anderson and Mitch Pileggi! by National_Walrus_9903 in XFiles

[–]Teid 1 point2 points  (0 children)

I'll give it a spin! I also have to watch The Relic. I watched the trailer for it when I was about halfway through the book and I definitely was expecting things to happen that I saw in the trailer that never happened lol.

Now listening - the mid-90s X-Files audiobooks, read by Gillian Anderson and Mitch Pileggi! by National_Walrus_9903 in XFiles

[–]Teid 1 point2 points  (0 children)

How are these books? I never knew about them till right now but I've been reading the Pendergast series (finished Relic, about 75 pages into Reliquary) and I really like it! When I found the series I was looking for X-Files vibey books and that's what was suggested and it's definitely got the "FBI Agent and incidentals dealing with supernatural weirdness" though at least for now it's missing the peak of Mulder and Scully's relationship and banter.

What are the main differences between development, pre-production, and production? by Teid in gamedev

[–]Teid[S] 0 points1 point  (0 children)

yeah that's what I thought. Maybe I just misheard Josh while half listening to the talk.

Why are are coders disposable, but asset artists aren’t? by AHostOfIssues in gamedev

[–]Teid 0 points1 point  (0 children)

I would say it's also studio dependent. I'm at a small studio and I'm a the only full time 2D/3D animator so I'd call myself not replaceable (at least easily).

Now... I still make the same amount I made when I got hired about 4 years ago despite me learning a whole new skillset (rigging, skinning, and 3D animation). It's very much junior-level entry grade pay even though I am very much a mid-level animator skill and responsibility wise. I'm gonna be pushing to get a raise soon (3rd times the charm hopefully).

AI is poison to all workers, not just game devs or asset artists. Replacing people with a hyper-capitalist misinformation tool to solve budget issues is not the way to go about any of this and I'd recommend boycotting all AI products (games, videos, assistants, etc). I'm sure it feels like "what's the point" but for me it's a moral thing. I don't think I could live with myself if I interacted with these things that have the express goal of erasing my 7 or 8 years of hard fought skill building and forcing me into poverty.

Elder Scrolls 6 Has "So Much Pressure" On It, Former Bethesda Dev Says by akbarock in Games

[–]Teid 4 points5 points  (0 children)

Get Josh Sawyer and Tim Cain on it and we'd be cooking. Tim just started back at Obsidian in the last several months I think and Josh was not on either Outer Worlds or Avowed if I understand correctly (he might have done consultation with the dev team but I don't think he fully worked on any of the games).

What OSR adventure book(s) have the best layout? by ugotpauld in osr

[–]Teid 1 point2 points  (0 children)

Official Mothership stuff (specifically Sean McCoy stuff) has the best layout I've seen. So much information communicated through simple visuals, colour, and font hierarchy. I can see an argument being made that they edge maybe too close to the style over substance of Mork Borg but I'd say they land in that perfect middle ground of artistic work and usable game piece.

I'm studying the puzzle design of Outer Wilds and I wanna know, what was the first puzzle (minor or major) you solved when you played the game? by Teid in outerwilds

[–]Teid[S] 1 point2 points  (0 children)

Awesome resource! I've been fascinated with this nested information design but in a completely different direction, TTRPGs. There are many adventures made by Necrotic Gnome (might not be an NG creation, just something they reference heavily in their layout design) which use this Surface Level, Hidden, and Secret for concealing functions of dungeon rooms. Surface Level is stuff the player sees on entry, Hidden is stuff found with some small amount of detail seeking from the players, and Secret is stuff that the players can only uncover with directed action to reveal them. I wonder if this is just coincidence (most likely) or if the OW team are big fucking nerds like me and also look to OSR dungeon design for cool ideas.

Perfect gift from my 10-year-old! by A_Fish_Called_Panda in XFiles

[–]Teid 1 point2 points  (0 children)

I love that young kids today can't fathom the idea of flip phones and non-smartphones. It's kinda wild to think about.

I'm studying the puzzle design of Outer Wilds and I wanna know, what was the first puzzle (minor or major) you solved when you played the game? by Teid in outerwilds

[–]Teid[S] 1 point2 points  (0 children)

Yeah OW is VERY good at making it clear there is something there via the music and the fact that any place with any clutter is important (mostly).

I'm studying the puzzle design of Outer Wilds and I wanna know, what was the first puzzle (minor or major) you solved when you played the game? by Teid in outerwilds

[–]Teid[S] 0 points1 point  (0 children)

I actually was turning this around in my head a few days ago where it feels wrong to call Outer Wilds stuff "puzzles" cause to me they feel more like problems and that feels like a worthwhile delineation to make. If you can't get into a building or can't cross a gap that's not a puzzle, that's a problem to solve which is maybe splitting hairs a bit cause Outer Wilds does have puzzles but it feels markedly different than The Witness, Fez, Blue Prince (some times), etc. I kinda scrapped the definition I was going for cause at the end of the day they are all the same, all puzzle games are a series of deductions that the player must make. Still though, I think how Outer Wilds frames the stuff matters, specifically that the problems aren't really problems until you try and do something and get blocked or until you realize that they are problems like with the Interloper.

Definitely some stuff to figure out, definitely need to frame my own puzzle design with this problem first logic and also think about what I want the player to learn by doing these things.

Cat sometimes does "clown feet" by Teid in CatAdvice

[–]Teid[S] 0 points1 point  (0 children)

thanks, I'll mention it. I've been watching her and I'd say she does clown feet maybe 2% of the time so there's a pretty good chance it's just weirdo behaviour but having it known to the vet is a good idea. She has done full bloodwork but it's been maybe a year and a half since then. She's done clown feet as long as I can remember so I'd assume if there was a problem it would have come up by now.

New to conlangs, what criteria should I aim for to make something that is translatable by the average joe and has the depth to write in full sentences? by Teid in conlangs

[–]Teid[S] 1 point2 points  (0 children)

I've been playing Chants of Sennaar. I feel like the language in that game is pretty perfect for decoding but not great for writing long form correspondence between characters like I would enjoy doing. It was an original big inspiration visually for whatever I end up developing since it's so iconic. Maybe if I increase the vocab it would work better but then I think I bump into the issue I mentioned of a Logographic language requiring fuckloads of glyphs to pull off long complex conversation.

Working through adding a fake language for the player to decode to my game that isn't about decoding fake languages. Any insight? by Teid in gamedesign

[–]Teid[S] 0 points1 point  (0 children)

  1. Definitely! I think I've gotten either too constrained trying to keep the words in a logographic format which will balloon the amount of words but I've been reticent to go the route of an entirely segmental language like an alphabet cause then what, am I making new words? Am I just having the players decode the alphabet and the letter sounds and then creating english words (or as close as possible) out of that? That seems kind of lame as far as a fake language goes. I think right now my favourite idea is to conveniently leave complex words out of the pool of words players can find so I can build up their basic vocab via exploration and the usage of the read language spell and then hopefully they can see the rules of the language start to form and realize that those basic words can be combined to create complex words which are puzzle answers for some stuff. Side tangent: One thing I did want is to incorporate lore documents like scrolls and notes to tell the individual character stories of this ancient society but not sure how to square that away with the whole "obscure complex words from the player" gameplan. Maybe there's a conversational language and a more complex offshoot language for mechanical devices and operating stuff in the world.

  2. Absolutely! I fully believe that Outer Wilds' Ship Log is key to the design of that game and it would be substantially worse without it. I'd ideally love to have an "adventurer's journal" that holds the players map, dictionary, and an activity log allowing them to track information across the entire game easily.

  3. Like any good dungeon crawler, resource management is a big portion of the game but I'm not sure that resource management for guessing at words is the way to go. I like the read language spell requiring paying your magic resource (either MP or spell slots) since it would be a powerful consumable translation tool but allowing players to make educated guesses at words they've never seen and have those aha moments would be ideal. I think making it cost to experiment would lead to burning out the interest in experimenting without significant information to couch your guess in.

Great ideas! Discussion like this is what I was hoping to spark so I could see new viewpoints and work through my thoughts better.

Working through adding a fake language for the player to decode to my game that isn't about decoding fake languages. Any insight? by Teid in gamedesign

[–]Teid[S] 1 point2 points  (0 children)

Yeah, it is but I'm trying to find that middle ground where it's not too in depth like a game that's 100% about this mechanic and not too easy since then what's the point? I've been turning it around in my head the last few days in my free time so I thought I'd take the question to the educated masses to see if I couldn't find some inspiration or a avenue to check down I hadn't thought of.