Dinolords
Steam News 3 December 20241y ago

Dinolords Monthly - November

"It's.... be-.... -ginning to look a lot like Christmas!" And as yet another page on the calendar flips over and we prepare ourselves for the seasonal stress and winter depression, the light of a single candle flame bri…

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Full Dinolords update

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  • Fixes
fixedOh lawd he comin...!Over the past year, our main character has seen quite a few iterations. For this segment, I will hand over the word to our 3D model master, Jesper, who will go over the history of the Lord model: When I came aboard the project, the Lord looked like this: It was a pretty cool look, but at the time, it was clear that he was built for the original look of the game - and that look was now changing. The art was becoming more detailed and with it, a more realistic art style was also decided for the characters. "I feel like I could get lost in your eyes. Like Zod got lost in the phantom zone" At first, with several characters, I tried to lift them visually by updating the textures to something more detailed. This helped with matching the updating environment, but having buttons for eyes ended up just not fitting with the direction the visuals were going in, and also lead to the characters having terrible night vision - so at this time, I started swapping out the heads of the characters. We didn't have time to rebuild the full bodies but at the same time, we also wanted to make sure that we showed the general idea of where we were going so this is the compromise we landed on. I guess we were trying to get ahead....... I'll see myself out. Well maybe not because I still have things to post. With the trailer fast approaching, something was missing. A cape. Obviously. And armour I guess. But mostly a cape. That said, the lords outfit didn't work for a cape, so a new body was built. Not all heroes wear capes - but all Lords do ! The Lords new body was built under considerable time constraints but he made it. A few things were fixed afterwards, like the colouring of the cape - but his detailing was always a bit bare bones, and I had plans to go back in and add more later. But there were other, more important things to do. Rebuilding the other characters, adding new characters, getting new people into the art pipeline, making dinosaurs for the dinosaur game is also something felt important... and... so on. Over time, the Lord that was made for the first trailer looked outdated. Thing I wanted to fix became more and more. "Hello darkness my old friend. Why is my hair see-through from the inside again" - And the answer to that is - Game Magic! This summer, it was suggested that we should have a new - updated - Lord. At this time, there were many things I could do better by starting over. I got to work, with a plan of

"It's.... be-.... -ginning to look a lot like Christmas!"And as yet another page on the calendar flips over and we prepare ourselves for the seasonal stress and winter depression, the light of a single candle flame brightens up the mood - we can rejoice, for it is time for another edition of Dinolords Monthly, where we check in on some of the things we have been working on for the last month-or-so! This month, we will have a look at some of the things that have been happening over on our Discord (shameless plug in case you want to have a more in-depth look and have a chat with all of us, head on over!),

Oh lawd he comin...!

Over the past year, our main character has seen quite a few iterations. For this segment, I will hand over the word to our 3D model master, Jesper, who will go over the history of the Lord model: When I came aboard the project, the Lord looked like this: It was a pretty cool look, but at the time, it was clear that he was built for the original look of the game - and that look was now changing. The art was becoming more detailed and with it, a more realistic art style was also decided for the characters."I feel like I could get lost in your eyes. Like Zod got lost in the phantom zone" At first, with several characters, I tried to lift them visually by updating the textures to something more detailed. This helped with matching the updating environment, but having buttons for eyes ended up just not fitting with the direction the visuals were going in, and also lead to the characters having terrible night vision - so at this time, I started swapping out the heads of the characters. We didn't have time to rebuild the full bodies but at the same time, we also wanted to make sure that we showed the general idea of where we were going so this is the compromise we landed on. I guess we were trying to get ahead....... I'll see myself out. Well maybe not because I still have things to post. With the trailer fast approaching, something was missing. A cape. Obviously. And armour I guess. But mostly a cape. That said, the lords outfit didn't work for a cape, so a new body was built. Not all heroes wear capes - but all Lords do ! The Lords new body was built under considerable time constraints but he made it. A few things were fixed afterwards, like the colouring of the cape - but his detailing was always a bit bare bones, and I had plans to go back in and add more later. But there were other, more important things to do. Rebuilding the other characters, adding new characters, getting new people into the art pipeline, making dinosaurs for the dinosaur game is also something felt important... and... so on. Over time, the Lord that was made for the first trailer looked outdated. Thing I wanted to fix became more and more."Hello darkness my old friend. Why is my hair see-through from the inside again" - And the answer to that is - Game Magic! This summer, it was suggested that we should have a new - updated - Lord. At this time, there were many things I could do better by starting over. I got to work, with a plan of

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Steam News / 3 December 2024

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