I wanted to share some of these "unlisted" development clips I tend to keep from the public eye mostly because these aren't always thematic or "game ready", but are fun regardless and show a little of the development process when creating several of these in-game mechanics. Some of these clips are results of tests I happen to be recording while working on many of the game's features. Just note, these do not represent the look or functionality of the final game mechanics; Just a little glimpse into what's going on behind the scenes during creation. Enjoy!
Combat & Violence
So over the past several months, I've been reworking game mechanics, looking at competing physics packages similar to games like Boneworks where physics interactions are a primary focus. I've ultimately decided against switching due to how responsive and fun Ninjato currently feels. While physics games are indeed fun, I don't think it's worth the risk switching as I may potentially lose alot of really great game mechanics that are already working well such as the current movement system, climbing & jump mechanics as well as the functionally of alot of the weapons and inventory system. All that would have to be redone if i switched.
And since game mechanics are mostly complete, I've started on the most rewarding part of the game development journey; creating the worlds. The screenshots below are 3D assets I'm currently using as set pieces to build the environment. Due to Japanese architecture being quite complex, the 3d models have high vertex / poly counts as well, so I'm reworking, reducing and re-texturing them to get everything working smoothly in VR. The benefit if you can believe is that the textures look EVEN BETTER up close. See below for an example.
Photo Reference example:
The way I'm going about improving the models is replacing the old textures with actual photos references then using my own texturing techniques to add details. This texture then gets passed through Substance Painter to add edge ware and special effects.
Original model & texture before ninja magic applied:
The problem with most existing models used for VR usually occurs when you get up close. You can see how things become blurry and imperfections become easily noticeable. Even the brass metal work has little to no detail. This single model uses 1 material which contains 3, 4k textures and cannot be shared across other models which results in a great deal of textures to be required by the environment and becomes quickly unusable for any VR game. The only solution is to redo the artwork for VR specifications and find a way to optimize game assets.
Retextured 3D Model: