Once again I did it. 28 days and well over 28 models because some were pretty simple so I made several that worked together. Also, a few were more “I’m going to tweak something” rather than a proper model; they were more assembly than actual design.
I think my 3D modeling skills are improving. Not as quickly as I’d like, but at least they’re visibly improving. I know for a fact I’ve figured out a few things that have streamlined certain parts of the process, which is huge.
All my commentary from last year applies. There’s a bunch of work to get these to be useful in an actual game. Since I specifically made most of them for an FPS I’m working on, that’s relevant.
On the upside, the FPS engine is pretty much ready to go. It’s taken a lot longer than I wanted, but I’ve had a lot going on, including multiple hospitalizations over the last few years. My wife and I joke that I have frequent flyer miles at the ER and they’re about to put my name on a plaque on one of the rooms. Some of my doctors don’t find it nearly as amusing.
Once the FPS tweaks are finished I can finally move on to the fun part – pure design. More assets, levels/areas, AI, conversations, all that good stuff. You know, the reason I actually got into game design as a kid and kept doing it as an adult. So yeah, not much of an after-action report, but that’s all there really is to say.