I've mentioned a few times already, that working on v0.2 is going to take a bit more time than my usual updates. Today I wanted to talk about the reason for that and how the progress is coming along.
While the ideas and the base mechanics of MIST are already there and the code is easy to implement. There is one big thing that is slowing down the creation of new content. The 3D models I have, the assets.
Assets can be acquired through a lot of places on the internet and while a lot of them cost a good amount of money, there are also plenty of free options.
But, I am not using those. I am modelling about 95% (rough estimate) by myself and I am also texturing them by myself. Now why am I doing that, when it costs so much time and there are options out there?
That is at least the question I asked myself before deciding on this way of doing things and I've found several answers to justify the work.
1. Performance:
Models from the internet aren't always made with performance in mind, they are often just made to look good. But for my purposes I need to keep performance in mind constantly. That is why a bunch of good looking models are already not an option.
2. Compatibility:
Many models are not compatible with different softwares and versions and finding only recently uploaded models that won't make a problem is a lot of annoying work.
3. Consistency:
I want things to feel like they are made for the game and not a random assortment of models. For that I need consistency in the visuals. To achieve consistency I need control over the models I use and the textures they have. Using downloaded models makes it difficult to keep everything coherent and often requires changes that get so complicated that I could have made the model by myself either way.
4. Skills:
Modelling everything by myself is helping me improve. All aspects of my modelling have gotten better and faster and the same goes for texturing. The repetition and constant new challenges simply help me grow and I think it shows in my newer assets and will keep showing itself in the future.
5. My own library:
Lastly and maybe most importantly, I am no against the use of asset libraries. Why would I? It isn't only the standard but pretty much necessary in 3D, because modelling even small things takes a lot of time. That is why I am simply building up my own library which I can then use in the future for every single game I want to make.
I have already made around 100 models for MIST. All objects necessary to fill up good looking 3D renders. That number is only going to increase and at some point, I can freely use all those models for all games I am going to make without worrying about it. While it slows me down now, it will significantly speed up my work at some point. I obviously don't know when exactly that time will come. But I am already getting close and filling rooms and forests is a lot easier now.
Now, how far am I into v0.2? That was one question I wanted to answer. The thing is that I already completed most models I need for this. And I already began to write and build up new backgrounds. I am also already planning the new scenes and as you can probably tell, things are going pretty well. A release in march will be difficult. but I think early april is realistic.