SamuZai
Dare Looks

Dare Looks

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Dare Looks posts

Start on SFX work, Preparation for Steam Release

I thought I'd make a quick update post, because I haven't made one in a while! Currently, I'm working on a number of things in parallel; most importantly SFX and release things...


Sound Effects: Of Sticks and Stems

Last-minute Christmas shopping. Hope you've been g...

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In-Game Sandbox Options

Here's a very quick update showing the in-game options for the sandbox mode!

When in sandbox mode, you can open this menu any time during the game and change the values, on the fly.

This works on a per-player basis, so when playing in split-screen, each player can mess with these sliders, i...

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Sabbatical Update: WIP Sandbox Mode

I'm currently still stuck in my sabbatical, which is already going to end in ~2 weeks: Then it's back to work for me! Well, my day job, anyway.

Which is to say, I'm not done yet taking breaks and getting some traveling done. Still, thought I'd put together a very quick update before I have to catch my next train, tomorrow morning—after all, it has been a while!


WIP San...

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UI Styling Progress

Quick progress update showing the UI styling—I think it's done, for the most part!
I still need to figure out what exactly I'm going to do for the menu backgrounds, but that's not the highest priority.

(Of course I only noticed while reviewing the video footage that the control mapping heade...

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UI Styling, Misc

I've been working mostly on UI things, lately—it's one of the important things that still need to be done, even if it's not the most exciting topic.


Small VIP Targets Update

VIP targets now come in 1- to 3-star ratings: The more stars a target has, the more valuable it is. It...

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Quick Status Update, Coffee Jam 2022

Henlo! Sorry for the radio silence, the past 2 weeks!

After over 2 years of staying clear of Covid (33 years, arguably) I finally did catch it, two weeks ago; which is why I took a week off, to recover. After the initial hit of fever and feeling very unwell, it went on to be a pretty mild case, luckily—mostly just a bunch of flu-like symptoms. And now I feel fully recovered, yay!

...

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Logo Update

I've been giving the logo a bit of color, and I'm pretty happy with the results, so far!

This is the colored main version, at the moment:

(I hope the colors turn out alright, after uploading the image to this website—color profiles hate me.)

But that's how how it will probably look,...

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Name Poll Results, WIP Logo

Taking a break from playing Splatoon 3 to present the results of the name poll, as promised:

The winning name is Pawperty Damage!

If you look at the detailed results, you'll notice that this title came in first place with a bit of a lead, too:

I think each name has it...

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Hints, VIP Target HUD Improvements

First things first: If you haven't done so, already, please take some time to answer the game title poll, to help find a good name for the project!

https://freeonlinesurveys.com/s/5emXcXJJ

The current favorite appears to be Pawperty Damage!

I'll give the...

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External Poll: Game Title Ideas, Part 2

Edit: Whoops, I think in the last version of this post, the URL to the poll got busted? Sorry! Just to be sure, it's this one: https://freeonlinesurveys.com/s/5emXcXJJ 

I'm back from Eurofurence and had a great time in Berlin; thanks to everyo...

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Steps and Stomps, Particle Effects

Edit: Now with a video that doesn't feature 1~2 minutes of nothing. That's what happens when you're in a rush, haha!

Look at me put together a post, in record time! My train to Eurofurence is leaving soon, but I still wanted to give a very quick update about the VFX I have added to the ground crack decals, to add a bit more impact to st...

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Get Cracking: Decals, decals, decals

Here's a quick sneak peek at the decal stuff I've been working on!

In games, a decal is a texture that is projected onto other surfaces; traditionally you use this for stuff like bullet holes, blood splatter, graffiti, etc. – and I've been planning to use decals to portray cracks in the streets, for quite a while now.

However, Unity's "Universal Render Pipeline" is lacking a criti...

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External Poll: Game Title Ideas

Hi, there!

People keep asking me what the game is called, and I still don't have an answer for them yet—which is very frustrating, heh. So I thought I'd create a poll with some selected options from my long list of potential name ideas, to see what you think!


The Poll

It's not a Patreon poll, because I wanted it to be so that you can rank the options, from most ...

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Loading Screen Polish, Dirt Roads

I'm taking a bit of a break, to re-charge my batteries and avoid (or at least slow down) burn out—but there's always time for some completely random improvements!


Dirt Roads

I wanted to have some of these for a long time, to help visually break up the environment a little bit...

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Trees, Part 3: Tree Huggers Do Not Watch

There were no trees. Then there were trees. And now there can be no trees, once more.
Time to live out your wildest deforestation fantasies!


Respect the Rustle

This effect I'm particularly happy with: The wobbly rustling of the foliage!

It just adds a lot to the feel o...

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Trees, Part 2: Nature is Healing

Nature is healing.... until I have finished the trees' destruction effects, anyways!


Vertex Colors Driving Shader Properties

Public Service Announcement: This is your tree on vertex colors.

Here's a quick look at some technical art that goes int...

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Trees, Woodwork In Progress

Here's a quick update with where I am with trees, right now!

It's been a tricky process, because I still have to figure out the visual style for the vegetation – I need to find something, that fits well into the rest of the city.

High-poly models of the elements that I'll build t...

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Details Placed: Look at the City

Finally done placing the details in the city, as well as properly setting them up for destruction, etc. – so here's a quick video, to show how things are coming together!


HO T EL

For the large "HOTEL" and "CAFÉ" signs I have put in some extra effort, to make sure they fall apart in a satisfying way when destroyed:

2022-07-11 18:04:46 +0000 UTC View Post

Impressions: Wall Signs, Awnings and Fake Brands

This past week I've been busy jumping between Blender, Affinity Designer, Substance Painter and Unity, to bring you... A bunch of signs and awnings/sun blinds.

Are there more important things to work on? Most likely. Did I get tired of looking at the same city, day in and day out? Definitely.

So...


Let The Decorating Begin

2022-07-04 19:50:37 +0000 UTC View Post

Rooftop Details (Trying to get back into Modeling)

Easing my way back into using Blender, because I want to create a few more details for the city, next.

So, for starters, I have just taken a few of the things I've already had and remixed them a bit: I've added a few details to the roofs of the brick buildings to make them less empty, and put together smaller versions of the satellite dishes and cell towers, to attach to buildings.

...

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Which PS4/PS5 Controller Icon Style Do You Prefer?

Note: This is not confirming a PlayStation 5 port. In fact, I can pretty much promise the game will never come to PlayStation or Xbox, sorry. But if you want to use their controllers to play on PC—yippie!

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Off-Screen Indicators, Screen Border Constraint Code Snippet

Do you remember the VIP Target indicators, that mark valuable targets you can hit for extra points? They will randomly pop up and disappear again after a while, so you really don't want to miss one of these showing up.


VIP Target Off-Screen Indicators

To help with that, there now are off-screen indicators: So even if you are not looking their way, the game lets you know...

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Kick It!

Here's a minor fun update to the kicking mechanic:  Some sort of... kick assist?

Generally, when a hitbox registers a collision with a physical object (i.e. a car) it will apply a force, calculated from the hitbox's current velocity. So if you hit a car just right, you'd send it flying—however, it wasn't very intuitive to pull off...
You had to perfectly align ...

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4-Players Shared Screen Prototype, Main Menu Flow

I'm still stuck in menu/input hell, but an end is in sight (a thought I've had at least three times before, but this time I'm really, really sure!)

So, let's get to it!


4-Players Shared Screen Prototype

Starting with this topic, because that's what I'm showing off in the video, above!

I've always planned to have local multiplayer in the game, and until now i...

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Menuing, Controls Settings

Here's what I've been working on, lately: Settings menus. Very unexciting to show off and surprisingly frustrating to implement... but, unfortunately, very important.

I'm sure it's because of my lack of in-depth knowledge of Unity's UI event system and the finer details of using their new input system for local multiplayer, but the whole process has been extremely slow an...

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Height Meter, VIP Target Prototyping, Polishing

Originally I planned to get back into asset creation mode, to add a few more details to the city, but instead I've spent the time improving "playability," messing with balancing, adding a height meter, and prototyping a VIP target system... essentially, anything but.


Height M...

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New Stamina Meter: It's basically BotW, now.

In another desperate attempt to make Nintendo finally sue me, I've taken some inspiration from BotW's stamina HUD!

When I set out to prototype this style of stamina meter, I wasn't sure whether or not it would make the HUD too cluttered, since it's all floating around the character.

But I'v...

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Input Controls Icons, Test on Steam Deck

Still working on the HUD for the on-screen button mapping: Almost done with this top, though!


Controls Icons

To that end, I've been putting together a whole bunch of icons, this weekend, to display different controllers' styles of buttons, as well as some icons for keyboard/mouse controls:

2022-05-09 16:33:42 +0000 UTC View Post

On-Screen Button Mapping

This weekend I've worked on displaying the available actions and their button mappings, on screen.

This is particularly important to me, because I want this game to very much work along the lines of "you pick up a controller and are ready to go, immediately."

I've thought a bunch about how ...

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Can't Rampage on an empty stomach!

Here's a small update, to show off the prototyping for stamina: Every time you deal a strong attack (kicks and stomps) you lose a bunch of stamina which you will slowly regain, over time. However, to instantly refill your stamina, you can always have a little snack!


Stamina

Now, there's a concept you'll know from other games. Just keep an eye on the placeholder UI, in t...

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