Week 11

Big, big eight-day week, yes go ahead spot the mistake :)

I have to admit, until now I’ve never really crunched in any of the studios I worked in (hugs to everyone by the way). But this time it’s my game, I’m not getting paid for it yet anyway so… I do what I want the way I want, and I make my team work like slaves (the joys of solo dev, there’s more than one of you in your head) !!!

Anyway, I reworked Archibald Figgs, the main character, using Meshy 6. This time I pushed the mesh work further: manual retopology, seams, UV unwrap, texture cleanup and a bake with BaseColor and a Normal map. I had already made the head separately with the same process, adding a bit of sculpting for more details.

Week 11 Image 1

Two small days of work and a very satisfying result: 16K polygons versus 260K, with great quality.

I also reworked the portraits to better match the art direction. The main challenge was avoiding the hand-drawn look and moving toward a hyper-realistic style. I like the slightly plastic effect, with strong shapes and acid colors, I think it fits this quirky, paradise-like universe really well.

Week 11 Image 2

Honestly I’m so tired of games with desaturated colors and gloomy themes. This one has to smell like hot sand and virgin mojitos (yes I’m keeping it family friendly) !

Back to the programmer’s desk, I added a Clues system to my PlayerInventory to mark the player’s discoveries. This will also be super useful to trigger events.

I slipped in a feature to do fade-to-black transitions. A very awaited feature by my whole team made of me and myself. It will also let me be lazy with lots of ellipses. While I was at it I added an ellipse system too.

On the inventory side, I added a little thumbnail following the mouse to give feedback when you select an item, and the option to cancel the selection with a right-click.

Week 11 Image 3

I also reworked the UI, especially for dialogues.

After that I did some debugging to tackle the ever-growing list of bugs and tasks.

Then I added two female characters chatting on sun loungers, along with their dialogue.

Week 11 Image 4

Also after some trials I wasn’t really satisfied with my main character’s animations, so I modified the base image to regenerate a 3D model.

This time I inserted the portrait directly into the edit and generated everything in one go. Then I did a remeshing straight on the Meshy website and projected it onto the high-poly model with a shrinkwrap to bake everything.

Week 11 Image 5

Just to see. And well, the truth is it has fewer details but it’s more consistent, and the Meshy model is way better than the previous one. So I decided to use the new model, the third one, and throw away two days of work.

I think you shouldn’t be afraid of sunk cost bias. Losses and profits. I might even redo Archibald’s model four or five times.

And finally I reworked the entire dialogue with Axel Loth. Axel Loth was originally a private joke after a chat with Meshy’s community manager, the joke started with remaking a 3D model of a cocktail he liked.

Week 11 Image 6

One thing led to another and I ended up creating a slightly caricatured character, hat and outfit a bit Crocodile Dundee style (yes I know that’s Australian), a somewhat local-sounding voice and…

And that’s how I got pulled in. I added lore to the character. The lore fit nicely with the dialogues. And since the result matched the theme and the setting really well…

Well, Axel Loth ended up as a main character.


← Back to DevLog