Below are a couple more concept sketches for "Shattered Dreams," an upcoming module from bouncyRock Entertainment. In a couple of days, I'll start making 3D art based on my drawings. I hope I'm up to the task.
Actually, the story isn't exactly horror. The module seems to cross several genres, probably because it is the work of many people. With me, everything I touch seems to turn to gothic horror, so there are bound to be a few horrific elements in "Shattered Dreams."
I spent the last few days constructing a low-poly version of Shattered Dream’s ultimate boss. With 5,208 triangles, however, this mesh exceeds the poly count of most, if not all, official NWN2 models. Considering that this creature is one of a kind, I think that the relatively large number of polygons can be forgiven. As can be seen from the in-game screenshot on the right, I’ve also textured the mesh. My next task is to rig and animate the model. Because none of the skeletons of the existing NWN2 models fits this creature, I’ll have to make one from scratch. This, together with creating the animations, will probably be easier than building the mesh itself. Here’s another picture of the creature. If, during the game, you can see the pupils of its eyes, you are too close. Update, May 31, 2009 Stop the presses. Feedback from Nicethugbert and Josh/Anduraga has prompted me to try to retexture the boss to make it look more natural. The new look is shown on the right. Oh, by the way, that cu...
Over the past several days, I took a break from area design to try my hand at 3D modeling, something that I've never done before. The closest that I have come to creating 3D models was to retexture several NWN2 placeables. Emboldened with my success in this endeavor, I figured that the logical next step is to try to create a new character head. Stands to reason, right? Right. My objective was to create a pretty half-elven head for one of my NPCs. Anyone who has tried making a female half elf character in NWN2 will understand why I need a new head model. The ones that come with the game are all pretty... pretty ugly. There are a number of heads that are available at the Vault, but none of them are appropriate for my NPC. With no prior experience and no patience to read tutorials, I jumped right in and fiddled with my 3D software. I decided that the best way for me to learn how to create character heads is to examine and tweak the ones that come with the game. This strategy opened up...
In computer games, nothing gets a player’s adrenalin pumping more than a great boss fight. If a battle can be likened to a multi-course meal, the boss is the pièce de résistance , the culminating moment to which all other minor encounters lead. There is more to designing a memorable boss encounter than giving the boss far more hit points and damage than most other enemies. The encounter should be difficult enough to force players to re-evaluate their strategy and think on what course of action to employ. Below is a list of ways to add spice to your boss fights. Many of the suggestions listed below can be combined with others to create challenging battles. Resistance to Damage Type . The boss may be resistant or invulnerable to specific types of damage. The challenge for the player is to discover what damage type hurts the boss the most and to apply it to the boss without getting killed first. For example, as anybody who has seen The Wolfman movie knows, werewolves can shrug off d...
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