Looking really good, man. Colour me interested for an eventual GOG release.
Also, I realise this might be daft to ask of an Unreal-based indie project, but do you expect Monomyth to have any degree of mod support?
I have not really looked into mod support of any kind right now. Of course I'd love something like the Sword of Moonlight editor at some point, but at the moment that is unfortunately out of scope.
Any update when the kickstarter will go live?
It all comes back to finishing my dayjob/thesis and actually establishing the business.
I submitted my thesis on the first of february. Normally that would mean an examination around the beginning of march, however there were some mix ups with the dead lines between different institutions and now the examination has been pushed into the second half of march. Nothing really changed about my plans though. My contract is still terminated on the first of march. I'll still work full time on Monomyth after that. I'll probably be out of the game for a week or two around the time of my examination, but that's about it. Besides I can work on stuff now.
In fact, tomorrow I'll have a quick meeting with some people from
the government™ for some consulting and we will work out a proper timetable for establishing the business.
Then they'll get a business plan from me, then there is more bureaucracy, etc etc. The whole application for this consulting program takes up to eight weeks (I hope it won't take that long, but I'll talk that through tomorrow).
From how I understand it, kickstarter requires the legal entity that receives the pledges to already exist at the time of the campaign. Meaning, you need a company to do a kickstarter or you do it as a private individual, but then it is not clear whether you can simply introduce that money into the company without taxing it (which would probably cost around 20% of the collected funds).
You are an incredibly talented developer. I wish I knew the secrets of your workflow. Programming, 3D modeling, Level Art, Level Design, Organic Modeling. Huge skillset! I would pay good money for a tutorial series on how to do something like this on your own and all of the tricks. For example, you must have a method to churn out a huge number of 3D assets. I love the independence.
Thanks! I follow a couple basic principles in my work:
Procedurality: Several programms allow for workflows where simple elements can be adjusted through a series of automatic modifications, producing more complex results. In Substance Designer for example you create textures by applying different filters and operations to very basic shapes and images. In Blender, displacement together with other modifiers can be used to turn a simple cube into a high poly rock mesh. This doesn't work for everything, but generally I try to work procedurally as much as possible. The biggest advantage of that is: If you can create one rock, you can quickly create two, or three or ten. By adjusting certain parameters in the procedural pipeline you can come to thematically similar, but otherwise drastically different results. For example: A tiled floor texture is always made in the same way - no matter what shape or color the tiles have. So a lot of work steps can be repeated. Which leads me to another principle...
Variability: The best known example for variability in asset creation are probably re-colored enemies in old JRPGs (green slime, red slime, mega slime, etc). I try to avoid these obvious forms of variability, but the method still has its place, for example, in the form of modular NPCs. Instead of creating let's say 20 different handcrafted NPCs you create a modular set of three different pants, three different chests, three different boots, etc. etc. Then you add texture variability to it (which is easy because of procedural workflows) and then you combine the outputs. If your basic sets are big enough you can get some highly diverse results.
Non-destructive workflow: This goes well with procedurality/variability. I never apply my modifiers. I never combine my image layers, etc. In other words: I try to keep things as adjustable as possible till the very end and even then I only automatically apply modifiers during the export process. It just makes things significantly easier and besides: There are some inconsistencies between different industry tools. Some stuff just looks different in Substance Painter than in UE4 (especially roughness maps). So sometimes you gotta go back and forth between the two. In that sense I also strive for...
Simple pipelines: Nothing is more time consuming than repeating several manual work steps when you are trying to tweak a tiny thing. I try to keep tool pipelines as short as possible. In fact, a completely flat hierarchy of tools (meaning, one tool produces one asset type and doesn't require any input from another tool) is ideal - but often that's not possible (mostly with asset specific textures, which require UVs from the mesh).
Creating in bulks: Ideally I create everything in bulks. This is relatively new to my workflow (i think I first adapted this in the "Treasured Belongings" update of the alpha), but basically it's just a logical conclusion to the other principles. When I want to create a certain mesh, I try not just creating one - I try creating several similar objects at once. So several crystals, or several potions, or several weapons.
Two main advantages speak for that: Firstly, you can again repeat a lot of work steps. When you have a finished design/plan you can just turn your brain off and grind through it. Secondly, you get a better handle on the workload and the memory these assets will eat up. When you plan out your workload like that it's much easier to create a series of serviceable results with roughly the same quality. Creating in bulks also has an advantage when it comes to memory/optimization. Pre-mature optimization is normally a big, big no-no in software engineering (as is the lack of modularity and writing everything from scratch), but in asset creation it can help. Or at least (sometimes) it can't hurt. To be more precise: Until relatively recently there was the practice of texture atlases - several similar objects often had their texture in a single image file. Saves a bit of memory and UV space.
Those are pretty much the principles I always try to adhere to.
Depends on the asset though. Sometimes I just sculpt stuff or make textures in a simple image editor.