Ghoti Games

@ghotigames.bsky.social

Follow along with us as we build our new game Rags to Witches!

05 we would tweak to get renders of to use the graphic element of the UI? a thought exercise for the future then there's the options menu, @wontonsoup99.bsky.social did the BPing! I think in a future built out version, each options category would have it's own page spread to flip through

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07/10 also re: glass bottles & liquid shaders prof Kane also swooped in to help us fix those, so everyone clap for prof Kane pt 2 through watching him I also found out you can just clamp a models vertices via a BP to create varying liquid "heights" which is really cool

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01/10 sooo addressing elephant (mandrake?) in the room, you may notice that our art style looks very different from the previous dev logs... well, yes! new art direction courtesy of prof Kane, everyone say thank you prof Kane

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Since this was my first time ever developing an art direction that I needed other people to follow, I thought it would be helpful to make an in depth breakdown of how I got my textures for the other artists on my team. I had to start this process however with lots and lots of iterations.

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Sprint 2 - 5/6 While our actual sellable potions have yet to be implemented (as much as our ingredient bottles may look potion-y), I still started work on our shelving system as well. The shelf blueprint is modularly scalable in-editor and spawns nodes on each shelf that hold our items.

Sprint 2 - 4/6 And the "Out with the old, in with the new" mentality didn't stop at newly programmed features, next I re-visited the ingredients system itself. No more floating 3D text, placeholder blocks, or blandness. The new ingredient BP is modular, outlines, and connects to your HUD.

Sprint 2 - 3/6 Still, we're here to dig through people's magical luggage and sniff out some good steals. Next I rigged up a system where interacting with a connected crystal ball brings you to a 3D viewer of the bin inside the luggage scanner where you can click on whatever you'd like to take!

08/12 making sure the jars/potion bottles were properly setup took a lot of time to do right, as there needed to be 3 different material slots had to be carried through from blender to substance to UE5 the glass material was further tweaked in UE5 for fresneling

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07/12 I also modeled + texturing various jars/potion bottles but went a bit overboard future-proofing by creating versions where the jar glass/topper/liquid meshes & textures are combined and then also separated in case we want to have just the jar meshes to house non-liquid stuff

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06/12 we started putting together a little scene for a beautiful corner but as you can see, the lighting/coloring still looks muddy and off so we are messing with the tone mapping/lighting to try to get that more flat style

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05/12 additional texturing updates from last dev logs models we are really trying to make our game look like how the substance texturing looks when it's just the base color layer, but it's been an ongoing process of figuring out the UE5 settings for that

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04/12 after some practice sessions, we settled on the general flats style with some AO and lighting/gradient overlays as the main texturing direction, though we are still fine tuning this the tub from last sprint as an example (with some model tweaks)

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10/14 baggage tub! you know, the thing you put your stuff into when you have to maybe remove your shoes and laptop at the whimsy of whichever agent is on duty it is this shape because i got inspired by some medieval bathing tubs

09/14 baggage scanner pumpkin! there will either be some sort vfx or cloth situation for either opening for the baggage tub (see below) to pass through and be scanned no "conveyer" atm because was planning on creating a tiling pattern then applying to a plane within engine once this is assembled

08/14 modular assets for the baggage scanner part, intended so we can build out either side of the pumpkin (see below) depending on the size of our final environment area

07/14 body scanner! planning on texturing the base dais with runes/glyphs and then have some sort of a flame vfx within the lantern, so they would light up or glow depending on if someone passes/fails the body scanning

06/14 jk here's a nicer shot of the final assets i made, just screenshotted from the viewport i'm kinda bad at sticking to the concept art if I did the original concepting so some big changes happened between the sketch and the final model but this is the imagined layout within the game