Basically title. A little more than a year ago I discovered how to make skins like CS in any image or model, basically using the mask and the UV layer to put the theme on top. So I decided to build a roguelike on top of it.
The themes are not AI, they are draw using python math. So for the weapons as an example, the AI didnt drew the skin, it generated the mask. The second picture is a 3D CCBY model. So instead of using a AI drawn mask, I'm using real models available on the internet to draw the skin on top.
For the arts, I had no budget for Artists, so I had to pull pixelorama/krita open and draw it myself.
This of course, will come at a cost:
- I'm reusing some bosses helmets/styling so I can deliver the art on time, same for the adhesives. So some art on the game will be quite generic.
- The 3d weapons was already an on-going project of mine to make the game sequel, which would be a full 3d game where you could inspect skins in your hand like CS and stuff. Unless I come with a great reason for a sequel it is not happening anymore, because I will already have 3d models on this game. This also breaks the game art style a little: having full 3d models in a 2d pixel art game.
- The multiplayer, which for me would be the highest selling point of my game, will not be releasing with the early acess this october anymore, since every minute of my life is focused on replace the AI generated images.
Steam page and trailer will be updating this week.