Hello, as a lone-dev man, I’m going to pursue making an RPG games based only on Assets Store 3D models.
For 3D model like houses, props and environment, I think it will be a great advantage.
Why?
Because if you’re happen to hire a 3D artist, it will cost 10x the price at the assets store.
But of course, uniqueness is an issue.
But again, houses, props and environment doesn’t differs much in any games you play, hence for me this is not an issue at all. In fact, it’s great because we can replicate the quality standard exists in most games nowadays.
Just look at this, isn’t great already?
BUT, it’s quite different case for characters 3D model.
Imagine you’re looking at Ezio from the Assasins Creed in some unrelated games titled, The Land of Paradise (some adult games).
Or Captain Shepherd from Mass Effects in a almost identical games called Space Colonisation.
What will you think?
It have been on my mind, but Unity Assets Store games really good, I mean surprisingly good.
Just look at these,
What do you think?
Anyone actually use these in your released games?
This is some kind of motivational effort and to keep my morale as high as possible to finish this project.
You can get away with a lot more stock characters in a “grand overview” strategy game than most other types. An ARPG might be able to use some stock if you have a system for armour/clothes/head options. Retexturing may get you some of the way, even without being an artist. But there are times you just can’t avoid hiring an artist for a few custom bits of art (advisor headshots for a strategy game, some custom materials for buildings, a signature weapon for your hero).
I’ve had similar thoughts, but there are some problems. The styles of characters are rarely going to match up with assets from different artists. Environments you pull down can severely limit your game design, though the modular packs are better in that regard.
I’d actually disagree with the statement “houses, props and environment doesn’t differs much in any games you play.” Games generally fall into the categories of modern, historic, fantasy, sci-fi, and abstract, but even within those, you are generally going for a particular style. Now if you’re just going to do a simple zombie shoot-em-up, you could get away with some modern environments and characters. But a lot of times you do need specific elements to support what’s unique about your gameplay and/or story.
I’m considering doing kind of a non-nonsensical game with a crazy premise (but no real story) that would support a mish-mash of assets.
But I’m not sure if re-texturing is even allowed for Assets store characters.
Why this decision is most of them support mecanim animation straight away.
If I were to procure an assets from other 3D marketplace, I might have trouble in this particular matter.
Though, maybe I can rig them automatically with maximo but I haven’t tried that yet.
Though you are correct, out sourcing for a unique character is still crucial to make a good game and attachment from the player to the game.
If it’s okay, what kind of realistic budget per character model will you willing to spend?
What I mean is, it won’t surprise you much to see the Empire State building in GTA and then see that again in MAFIA 3. Because it make sense.
I think most 3D assets are provided with the expectation that the end-user is going to customize them to provide a consistent art style. Usually, you would want at least want to re-do the textures if not customize the model a bit. It’s still a lot less work than modelling, UV mapping, and rigging everything from scratch.
I mean you your best bet would be to use the assets and either pay an artist or team up with one and get him to make it look unique and have a consistent look i guess. Though its going to look samesy and i guess it would be easy for someone to clone you
Actually, those are both good examples of what I’m talking about. GTA III and IV take place in Liberty City where things only resemble New York. The original Mafia took place in Lost Heaven, sort of cross between New York and Chicago. In both cases, not using off-the-shelf assets freed up the game design so that the games weren’t so tied to a literal New York.
On a side note, Watch Dogs didn’t do this and it hurt the game in my opinion. Plus it’s weird to drive like a mile from downtown Chicago and arrive at an inland lake in the woods.
His first screenshot was of an entire environment, so I guess I was thinking more of that than individual props or something. I don’t think GTA or Mafia would have benefited from off-the-shelf pre-built environments is all.
I was thinking an assets of some individual modular building block.
Even though the assets will have example scene of an actual city, I don’t think I will follow any real city for the game.
My philosophy for my game is “Recreating something that can’t be found on real life”.
It’s tricky though, if you want a consistent look. Like Mafia is actually a good example. Even something as simple as lightposts and mailboxes you’d want a certain look for a 1930’s vibe. If you happen to have a game that takes place in modern times or has a certain specific sci-fi or medieval fantasy feel, there’s plenty of stuff on the asset store. But if you want to deviate from that, it can be tough.
I’ve seen the space stations from 3drt (that are at their site and the asset store) in a published space game, if that counts. I recognized them, since they’re the same ones I use. For a really cheesy example, I’ve seen one of the Unity samples from the asset store published as-is to PlayStation Mobile, but I don’t think that’s an ideal example, hehe. Then there’s Wasteland 2, though that’s a bit of an unusual case.
Yeah, I’ve used loads of assets in my first game and am using loads more in my second. I’m doing a turn-based RPG that’s looking pretty good without any artist … just the asset store. My first game, Gun Frenzy, has received very positive feedback on the graphics department.
This is a shot from my current game available on windows Phone:
With Asset Store items, you have to invest time in optimization and you have to flexible in your game design. However, I suspect the work of any artist would require a lot of optimization anyway. Not that I would know of course as I’ve never worked with a professional artist.
Looks nice. There is a bit of a “this fantasy game is suitable for everyday use” vibe, but if the game is fun, I doubt most players necessarily care.
Have you found that sticking with existing assets has hampered or directed your game design much? In some ways I guess that could be a positive - sometimes constraints can keep you focused.
Yeah, I think the constraints are very positive as they prevent me from going off on costly tangents. It’s also sometimes gives me new ideas as I use assets from a varienty of artists and there are sometimes interesting animations or weapons that encourage me to update my game rules to accommodate. For example, a barbarian I got from one company had a shouting animation that I just had to use somehow in my game … leading to me add a morale component.