This week I took a dive into the Assets folder and organized it.
Up until now it had a flat structure and it was fine. But as I kept adding more new assets it became hard to keep track of everything.
First I grouped the obvious things, more or less at random. After a while I was able to see the bigger picture: how many of which assets there were and their relations. Based on that I designed a new folder structure and sorted the rest.
fx / particles /
fx / explosions /
fx / water / bubbles /
ui / 9patch /
ui / cursors /
ui / hud /
tiles / set1 /
tiles / set2 /
Many filenames didn’t make any sense so I decided on a new naming scheme which should be simple enough to maintain and easy to understand later.
It was a good opportunity to get rid of all the leftovers from Superforce which were used to quickly bootstrap the new project but weren’t referenced anymore.
Now I’m quite confident that I can manage all the new assets quickly and stay on top of things.
I’ve been thinking about what to focus on to finish the game. I’m going to skip many of the assets I had originally planned and do just the essentials. There are other areas of the game that need my attention.
I’ve spent a lot of time on this project already. There have been big pauses and ups and downs. That’s fine. I learned a lot. But there are other projects I’d like to do next, so I need to make this one… finite.
I started playing around with MagicaVoxel a while ago. I’m not going to use it for Devastro 2 but I can imagine some city simulation game using graphics made this way: tiny & cute with great lighting. It constrains things in a way I would be happy to work with.
My moodboard is filled with beautiful artworks and techniques. To make my own rocks I started by refreshing my sculpting and texture painting skills in Blender. Time really flies when I’m playing with this stuff. It’s a lof fun.
However I needed to make a full range of shapes and formations in reasonable time. So I started over with procedural shapes, tweaked them using simple displacement-based edits and focused on making everything fit into the game nicely. Quite happy with the result.
The trees took a long time to get right. I used the Modular Tree Addon for the trunks. I tried using hair particle effects to grow leaves like I did for the corn & wheat but it didn’t look right. So I took a small patch of leaves and stamped it all over the basic shape by using the shrinkwrap modifier. Laborious, yes, but also precise and 100% under my control.
To practice using Sketch I re-created my menu designs in it and turned them into a clickable prototype. It’s nice to have an overview of what’s already in the game and it can serve as a framework for future extensions or changes to the UI.
Sketch is quite nice for simple things like this. The reusable symbols are very limited and I had to be careful not to fall into Blender mode for basic navigation but other than that everything was quick and easy.