RPG Developer BAKIN: DLC Pixelscapes Town Pack || Install & Overview

AmalgamAsh
24 Aug 202418:25

TLDRIn this video, Amalgam Ash introduces the Pixelscapes Volume 1 DLC for RPG development, showcasing the Town Pack's low-poly, low-res textures in a pixel environment. He demonstrates how to integrate the DLC into projects, explores meticulously designed sample maps, and highlights the variety of assets like houses, trees, and furniture. The pack offers flexibility in creating detailed scenes with customizable textures, perfect for developers seeking a nostalgic, PlayStation 1-era aesthetic for their games.

Takeaways

  • 😀 The video introduces the 'Pixelscapes Volume 1 DLC' for RPG development, focusing on a town edition with low-poly, low-res textures.
  • 🌟 Amalgam Ash, an official baking DLC Ambassador, showcases how to integrate the DLC into a project through the game gallery.
  • 🏙️ The DLC includes meticulously built sample maps like the 'City of Townsville', demonstrating the use of the new assets.
  • 🎮 Default RPG developer boing Sprites are used for characters, while all other scene elements come from the DLC.
  • 🔧 The pack provides a variety of animations, house models, indoor materials, and more, with the ability to customize colors and textures outside of the game.
  • 🌳 Trees and other flora come with low-poly design and animations, with options to adjust settings like billboarding.
  • 🏠 The DLC offers different house styles, shops, and statues with backface culling, which can be toggled for different camera perspectives.
  • 🛠️ Indoor assets include bookshelves, cabinets, tables with tableware, and more, all part of the DLC's offerings.
  • 📦 The pack also contains crates, barrels, and other furniture items, with options to view and adjust collision settings.
  • 🎨 The video demonstrates how to import the DLC assets into a new project for easy use and customization.
  • 🌌 A night version of the town is included, showing how the assets look under different map settings and lighting conditions.

Q & A

  • What is the Pixelscapes Volume 1 DLC about?

    -The Pixelscapes Volume 1 DLC is about a town edition that introduces pixel environment low poly, low res textures in a baking environment, designed for RPG development.

  • Who is the presenter of the video and what is their role?

    -The presenter is Amalgam Ash, who serves as an official baking DLC Ambassador, introducing and demonstrating the Pixelscapes DLC.

  • How can users access the DLC in their project?

    -Users can access the DLC by going to the game Gallery where all official DLCs appear, and then saving it as their own project to edit without overwriting the sample project.

  • What is the default camera control in the provided maps?

    -The default camera control allows users to control the camera with their mouse, and there are also default controls for character movement.

  • What are some of the assets included in the Pixelscapes Town Pack?

    -The pack includes various house models, indoor materials, animations, trees with swaying animations, furniture, and other decorative objects suitable for creating detailed scenes.

  • How can the trees' appearance be customized in the game?

    -The trees are billboard by default, always facing the camera, but users can change settings to adjust this behavior, such as turning off backface culling for a 360-degree view.

  • What types of maps are included with the DLC?

    -The DLC includes various maps such as different house interiors, a weapon and armor shop, Townsville day and night versions, and an inn and hub.

  • How can users import the Pixelscapes assets into a new project?

    -Users can import the assets by going to resources, selecting 3D stamps, and adding the entire Pixelscapes stamp with all associated data. Then, they can categorize and arrange the assets as needed.

  • What is the significance of the different tiles included in the DLC?

    -The tiles allow for the creation of detailed and varied ground scenes, reminiscent of auto-tiling in other game engines, and they come in various orientations and styles to suit different design needs.

  • How can users manipulate the colors of the house models?

    -While the colors of the house models can be changed, this requires manipulation of the textures outside of baking in an image editor program.

  • What feedback is the presenter seeking from the community?

    -The presenter is seeking feedback on the desire for more volumes of this aesthetic, such as a dungeon or forest level, to inform the creators about potential future DLC development.

Outlines

00:00

🎮 Introduction to Pixelscapes Volume 1 DLC

The video script introduces the Pixelscapes Volume 1 DLC as an official baking DLC Ambassador. The focus is on the town edition, emphasizing the pixel environment with low poly, low res textures that integrate beautifully into the baking environment. The tutorial begins with accessing the DLC through the game gallery and saving it as a personal project to avoid overwriting the sample. The presenter explores sample maps, particularly the City of Townsville, highlighting the default RPG developer boing Sprites, camera controls, and animations. The assets, including trees, houses, and indoor materials, are showcased, with the exception of the characters. The video also discusses the importance of camera control settings for player experience.

05:02

🏘️ Exploring the Pixelscapes Town Pack

This section delves deeper into the Pixelscapes Town Pack, featuring various houses, shops, and statues with backface culling. The video script describes the process of checking out different interiors, such as the inn and weapon shop, and the crates full of weapons, indicating preparedness for heroes. The script also mentions the ability to toggle backface culling settings and the importance of considering camera control for players. The night version of the town is introduced, highlighting the meticulous design and the changes made for nighttime aesthetics. The variety of maps, tiles, and objects included in the DLC is detailed, with a focus on the ease of customization and the variety of assets available for creating detailed scenes.

10:02

🛠️ Customizing and Importing Assets

The script provides a guide on how to import and customize assets from the Pixelscapes DLC into a new project. It explains the process of adding 3D stamps and terrains, organizing them into folders for ease of use, and adjusting settings like random pen for varied placement of flora. The video demonstrates the simplicity of creating a village scene by placing houses, flora, and other objects, and adjusting their angles for a more realistic appearance. The script also touches on the use of map settings to change the environment, such as lighting for nighttime scenes, and the impact of these settings on the overall aesthetics of the created scenes.

15:04

🌟 Wrapping Up the Pixelscapes Town Pack Presentation

In the final paragraph, the presenter wraps up the Pixelscapes Town Pack volume one presentation, expressing a desire for community feedback on the aesthetic and potential future volumes. The video script suggests the possibility of expanding the aesthetic to other environments like dungeons or forests, emphasizing the importance of towns in games and the value of having this particular aesthetic. The presenter thanks the viewers for watching, encourages subscription for more content, and signs off with a promise to showcase more as part of the Bing ambassador program.

Mindmap

Keywords

💡RPG Developer BAKIN

RPG Developer BAKIN refers to a game development platform or tool that is likely being used to create role-playing games. In the context of the video, it is the software where the DLC (downloadable content) is being implemented. The script mentions installing the DLC into the BAKIN project, indicating that BAKIN is the environment in which the game assets are managed and utilized.

💡DLC Pixelscapes Town Pack

DLC stands for 'Downloadable Content,' which are additional content packs that can be added to a game to enhance or expand its features. 'Pixelscapes Town Pack' is the specific DLC being discussed in the video. It appears to be a collection of assets designed for creating pixel-art style towns in a game, as indicated by the detailed exploration of the pack's contents and their implementation in the BAKIN platform.

💡Low Poly

Low Poly is a 3D modeling technique where a 3D model is created with a relatively small number of polygons, resulting in a geometric and simplified appearance. In the video, the term is used to describe the aesthetic of the assets in the Pixelscapes Town Pack, which have a low-resolution, pixelated look reminiscent of older video games.

💡Textures

In 3D modeling and game design, textures are the images applied to the surfaces of 3D models to give them color, detail, and a more realistic appearance. The script mentions 'low res textures,' which suggests that the textures in the Pixelscapes Town Pack are designed to match the pixel art style, with a lower resolution that fits well with the low poly models.

💡Sample Maps

Sample maps are pre-built maps or scenes that come with a game development tool or asset pack to demonstrate how the assets can be used. In the video, the speaker explores sample maps from the DLC to show viewers how the town assets can be arranged and what they look like in a game environment.

💡Baking

In the context of game development, 'baking' usually refers to the process of converting dynamic or high-resolution assets into static or lower-resolution versions that are optimized for real-time rendering in a game engine. The term 'baking environment' in the script likely refers to the process of implementing and optimizing the Pixelscapes Town Pack assets within the RPG Developer BAKIN platform.

💡Billboard

A billboard is a 2D graphic that always faces the camera, regardless of the camera's position or angle. In the video, the term is used to describe the trees in the Pixelscapes Town Pack, which are set to face the camera at all times, creating a simplified visual effect that is common in games with a top-down or isometric perspective.

💡Backface Culling

Backface culling is a rendering optimization technique where the sides of 3D models that are not facing the camera are not rendered, saving on processing power. The script mentions that some assets in the Pixelscapes Town Pack have backface culling turned on, which means that their back sides are not visible, unless the player is looking at them from the front.

💡Tiles

In game design, tiles are individual pieces that can be used to create larger surfaces or environments, such as floors, walls, or landscapes. The script discusses 'Town exterior tiles' and 'Town interior tiles' from the Pixelscapes Town Pack, which are various types of floor and wall coverings that can be used to build different areas of a game world.

💡Collision

Collision in game development refers to the interaction between objects in the game world, particularly when they come into contact with each other. The script mentions viewing the collision of objects in the Pixelscapes Town Pack, which is important for game mechanics such as character movement, object interactions, and environmental navigation.

💡Map Settings

Map settings in a game development context refer to the various parameters and configurations that define how a game map looks and behaves, such as lighting, weather, and time of day. The video script describes applying different map settings to see how the town scene from the Pixelscapes Town Pack appears under various conditions, like daytime or nighttime.

Highlights

Introduction of the PixelScapes Volume 1 DLC for RPG development.

The DLC focuses on low-poly, low-res textures in a pixel environment aesthetic.

Exploration of sample maps included with the DLC.

Instructions on how to integrate the DLC into an RPG project.

The City of Townsville map showcases the capabilities of the DLC.

All elements in the scene, except characters, are from the PixelScapes Town Pack.

Different house variations and indoor materials available in the pack.

The fire is a default asset, while other objects are from the DLC.

Animations and models come with the DLC, enhancing the environment.

Trees in the pack are low-poly with swaying animations.

The importance of camera control settings for player experience.

Night mode map and other maps showcasing different environments.

Customization of assets like doors, chimneys, and houses with color variations.

Objects tab provides a variety of furniture and decorative items.

Town Flora includes grass, flowers, bushes, and trees with adjustable scales.

Demonstration of how to import the DLC assets into a new project.

Creating a simple village scene using the DLC assets.

Application of map settings to change the environment and lighting.

Call for community feedback on the DLC for potential future volumes.