This weekend, I tip-toed into 's source code for the first time, and hacked up a new feature as an experiment: Second-Screen Automap.

I also ran into a fun bug! This video is like 70% about that bug.
youtube.com/watch?v=J4muckF5uw

I ended up helping someone with their PS1-styled Unity project today! Even with my limited knowledge/experience, it feels nice to be able to share whatever info I can.

It got me thinking about my old PS1-JRPG/VN setup, too. I really should consider working on a project that makes use of all this, even if it's something small.
youtube.com/watch?v=mPr9e7VTBL

Admittedly, I think I'm still on the outer edge of that exercise, rather than the inner edge. Apologizing to my future self for creating a human character that needs to be modelled, textured, rigged and animated. πŸ’¦

I've been storyboarding for a relatively small Unity project this week, and it's been a real exercise in figuring out how to stay right on the edge of "reasonable amount of detail" while keeping my art and animation workloads halfway manageable.

Here's the finished 3D model for Namco's "neGcon" gamepad. Most of the polygon count is in the line art: renderable splines converted to meshes, which allows the lines to look evenly thick at any angle. ✌

Check out the model on Sketchfab! sketchfab.com/models/d578ace4e

Finished a side-project this weekend, an input display for Namco's "neGcon" gamepad for the PS1!

Here's a demonstration video, plus gameplay footage of Wipeout XL (aka Wipeout 2097) putting the controller through its paces.
youtube.com/watch?v=_99zTjgx1Z

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