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FrogmanDev

@FrogmanDev

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Following
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GameDev / Artist / Technologist β€’ Architectural background β€’ Chasing low poly vibes β€’ Developing DEEP STATE - links below πŸ‘½πŸ‘‡

Joined September 2022
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@FrogmanDev
FrogmanDev
10 days
Have had a lot of people asking if there is a way to support the development of DEEP STATE Been working on making that possible, announcement coming soon... πŸ‘½
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@FrogmanDev
FrogmanDev
7 hours
@PatMust63185335 That's the one πŸ‘
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@FrogmanDev
FrogmanDev
7 hours
@revenant_MMXX Demo is in the works, that'll be coming to Steam at some point when the time is right.
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@FrogmanDev
FrogmanDev
7 hours
@bigbabewolf No it's not, but it's heavily inspired by GoldenEye. It's called DEEP STATE, the game i'm making πŸ‘
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@FrogmanDev
FrogmanDev
7 hours
@PatMust63185335 The first level from Hidden and Dangerous 2 is peak snow level vibes
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@FrogmanDev
FrogmanDev
8 hours
@righttoremainsi @EJAM117 No 3rd person but I love the SOCOM series
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@FrogmanDev
FrogmanDev
9 hours
@EJAM117 It's called DEEP STATE, the game I am working on πŸ‘ Very much inspired by GoldenEye as well as many other shooters from around that time
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@FrogmanDev
FrogmanDev
11 hours
@chunguskitten Only single player planned right now, hard to say what could happen in the future though.
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@FrogmanDev
FrogmanDev
12 hours
@Wabbaboy So stoked to play through this when I get some time, looks fantastic. Congrats!
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@FrogmanDev
FrogmanDev
12 hours
@GALVANLazarus The game features large-ish levels with multiple routes and ways to achieve objectives. It won’t be a fully featured immersive sim with all the bells and whistles but the important elements (to me at least) are there, emphasizing and encouraging exploration is a big one.
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@FrogmanDev
FrogmanDev
1 day
@SGymnast25 The ai is in the middle of a refactor but I should be able to post some combat footage soon πŸ‘
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@FrogmanDev
FrogmanDev
1 day
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@FrogmanDev
FrogmanDev
3 days
For interior spaces I always work on a 1x1 grid so everything is sized consistently. Characters are 1x3, doors are 2x4 etc. For natural environments I find I can just eyeball things, usually i'll place some characters around for scale as I am working. Making adjustments does require going back and forth but I'm used to it so it doesn't really bother me. As for scale between blender and engine, I forget the exact export settings but for Unity you can definitely get everything to imports at 1:1 scale so I imagine it would be possible for other engines as well.
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@FrogmanDev
FrogmanDev
3 days
RT @BHardsoftGames: Beautiful abomination #gamedev #indiegame #immersivesim
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@FrogmanDev
FrogmanDev
3 days
That would be rad, definitely keep me posted. I always love finding ways to speed things up although I find it tougher now that development is in full-swing. When I start playing with new tools I quickly get that nagging feeling of lost time I could be spending cranking something out the way I am used to doing it. Regardless i'd love to check out what you're working on (love PS2 aesthetics), hit me up on Discord username is@rexcutter
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@FrogmanDev
FrogmanDev
3 days
Nothing super detailed but here is a copy/paste of a response to another comment a few weeks back. I'm also launching a Patreon soon and plan to drop in-depth workflow tutorials with visuals on there occasionally: "It's a bit of a process but i'll try and explain. In Blender I start with a very large plane that's been subdivided into large-ish quads (6-8 blender units roughly). I then use the knife tool to cut out the high level shape(s) of the environment. Then I separate out the different areas by vertical height and move them up or down as necessary. Then create slopes and extrude edges up to join things together and create cliffs. Then it's just a matter of adding detail. Unfortunately there is no easy way to explain this part, I just work things over by hand. Transform > Randomize is really great for quickly adding detail to the cliff faces. The textures are done with a tri-planar mapping setup that uses multiple vertex color channels as masks to assign and blend textures. Lighting is done by baking some base environment lighting to vertex colors and then manually painting highlights/shadows/color variation by hand. Dirty Vertex Colors is a useful function for quickly adding shadows to cracks and crevices, It can be pretty destructive though so I usually put that on a separate channel and then combine it with the main lighting at the end."
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@FrogmanDev
FrogmanDev
3 days
@PostIronMystic It's all made manually, unfortunately I haven't found a more efficient solution that does what I need yet. Very occasionally i'll extract google earth topo and use that as a reference but typically it's a lot of manual extruding and connecting things together by hand πŸ₯²
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@FrogmanDev
FrogmanDev
3 days
@MclachlanElijah It's all manual mesh work i'm afraid. Unfortunately haven't found a faster alternative solution that gives the look I want yet.
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@FrogmanDev
FrogmanDev
3 days
@tboSib I use multiple VC channels, one for lighting and the rest for blending textures. When I move to Unity I have to convert them to UV channels because Unity only supports 1 VC channel per mesh for some reason. The shader logic remains essentially the same just swap the VCs for UVs.
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@FrogmanDev
FrogmanDev
3 days
@BrothBone Glad you are diggin it, and not quite yet but I am dropping a Patreon very soon. Will make an announcement on all my socials when that goes live πŸ‘
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