WatchDaToast
@watchdatoast
Drawing & Gamedev🎮 Developed Owlsgard and the Wool Ball series🦌 Now tries to do a 3D Platformer✨ Linktree:
Some very early action segments in which you steer a boat, speed up and run into enemies. Music from Ratchet and Clank.
Alright, some more progress on King's Quest 8 in Doom before I move on to other things for a bit. Now with more cheesy Connor lines.
And thus, I was able to import the geometry of the first Daventry map of King's Quest 8... into THE DOOM ENGINE!!! This makes me happy. (the buildings need to be remade from scratch though)
This is what the entirety of the first map in King's Quest 8 looks like. Reconstructing the location of the buildings and pathway was quite easy because you could clearly tell it by looking at the heightmap from the game. A bit of a random post, but this stuff just fascinates me.
I was playing King's Quest 8 the other day and found out that there are heightmap files for every world in the data folder. Imported them in Blender and did some rough reconstructing. It's so cool to now see how the environment actually looks without all the fog.
There's no aspect of gamedev that is frying my brain quite like level design. There usually comes a moment when everything clicks after countless iterations... but the way to get there is TOUGH
Everytime you encounter a sharp corner like this, you can bet that the game is loading in some new level segments juuuust outside your view. Super obvious stuff, but I enjoy the ✨r e t r o✨ aspect of it
My current project is coming along nicely and I am very hyped about all the progress I made, however it's kinda hard to show anything yet because of how almost everything is still made up of unflattering placeholder assets. I'm kind of happy with this temple scene here though.
It's not a true WatchDaToast™ prototype level if it isn't covered in one single grass texture and features german text everywhere reminding me where to put certain stuff later
Putting grumpy faces on all my new placeholder enemy meshes so that everyone who playtests will know these fellas mean TROUBLE >8(
Felt inspired to add some fun whirlwinds. Hold jump to gain upwards momentum, but don't drop too far down into the fan.
I'm enjoying my time with OG Resident Evil 3, even though Nemesis is REALLY pissing me off. Still felt like sketching him inbetween sessions.
Playing the OG Resident Evil trilogy for the first time. Oh boy, have I slept on it until now. This absolutely surreal mix of mystery, 90s cheese and unintentionally hilarious moments is extremely addicting - and also quite atmospheric despite all the cheese.
Looking through old Owlsgard assets and realizing I still really like some of it. This one's from 2017, back when I still had a different story in mind and wanted do the entire game in only 16 colors and in a more simplified art style.
Bonjour and Hola! The time has finally come - Owlsgard NOW features a French and Spanish text localization!🥳 This new update also fixes quite a few known bugs!🐛 Finally!😁 ▶️Steam: store.steampowered.com/app/1709730/Beyond_The_Edge_Of_Owlsgard/ ▶️GOG: www.gog.com/en/game/beyond_the_edge_of_owlsgard
The db16 palette by DawnBringer - the most versatile palette I ever used! All of Owlsgards assets were done with this palette as the base. The character sprites stick to only these 16 colors, while the backgrounds use blended versions. I wonder if anyone noticed! ;D
Ever wondered what the entirety of Owlsgards intro scene looked like?
If this gives you "SNES era language selection screen"-flashbacks, I think I succeeded. :3
Moving on with recreating some in-game graphics for the french and spanish version. ・゚✧ CHAPTER [insert number here] ✧・゚
Alright! Just finished inserting all the translated spanish text, now it's time to update every language related in-game graphic (GUI's, overworld map names, artsy cutscene text etc). Lets gooo!