The metric I've set for myself is about one weapon a fortnight(though this isn't concrete as it depends on the complexity of the item itself. However, that isn't to say there won't be a performance metric.
You'll notice that I'm not setting a material per-month goal or a comissionable rate, and I've done this for one specific purpose- I don't work linearly on any one thing. And I want to give back to something I get so much enjoyment out of. While flawed in many aspects, ArmA is very much the posterchild for success despite adversity, and is probably the best social gaming experiences you can have. The idea is that the more is contributed, the more time per-week I can dedicate to creating for arma, and the more scutwork I can subsidise away.īecause I love ArmA.
To be clear, I'm not asking to make a career out of this, I'm more than content to continue my casual scut work day job. What I'm asking is basically to subsidise some of the additional time that developing assets entirely from scratch at a pace that means I'll actually get through it all before the end of time. To go the next step and go from scratch is asking for about 40 hours per item, from Blank canvas to released item. Release, Steyr AUGs, all told it took about 25+ hours over months to set up. Even for something largely modular such as my most recent The assets in the first place, takes about 10 hours all told, depending onĬomplexity. The problem: time is an impinging factor.Īs it stands, getting a weapon into Arma, not even counting creation of This would not only for more variety of content as a whole (as I'm not tied to what's already out there, but it would on the whole ensure a MUCH higher level of consistency across the board.
Traditonally, while all of the animation, sound engineering and actual arma-side configuration and porting of everything I've made for Arma has been predominantly been my own work, the majority of the source meshes (that is, the the physical object that the weapon looks like) have been sourced elsewhere (created by the likes of Milennia, Sarv,Tigg, etc.) While the majority of these look fantastic, availability of source material tends to be a factor more than anything (and sadly quality and consistency is not always possible) when it comes to deciding what gets done, and I for one would like to break free of this limitation and start from scratch. And what I'm proposing here is I'd like to step that up to the next level, with your help. It's also made me somewhat of ArmA's go-to "arms dealer".In raw equipment terms, if there's a niche itch someone needs filled I've either- attempted to fill it, am currently working on of filling it, or plan to in the not to distant future. It's been an excitiing new experience for me, the challenges of the engine and it's limitations, the creative challenges of making animation that looks good in both first and third person, it has been what I'd call a momentous success for me. RPG gamers should have stopped purchasing declined and woke games.Hi I'm Kristina "Toadie" Miller, and I'm a 3D animator by trade and for the past year and spare change I've been creating custom content for ArmA 3. VtMB2 WILL have a lot of SJW BS and people will buy it. For eg, BF5 had a lot of SJW BS and nobody purchased. The RPG genre declined way more than any other genre.Īnd part of this problem is the RPG fanbase fault. I also played a lot of ArmA 3 KoTH but after I lost all of my progress and my loved GM6 Lynx with APDS ammo in that mode, I decided to stop playing it. I've posted in screenshot thread a killstreak of 32 kills with no deaths with my springfield rifle. And even BF1 has some decline BS like suppression in a very arcade game and random bullet deviation. And even with FPS, the most modern game that I like to play is Battlefield 1. If wasn't by old CRPG I would be a fully dedicated FPS gamer. I only play more CRPG than FPS due old games. Click to expand.My favorite game genres are CRPG and FPS.