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Title: Two of Us remake Post by: clockwrk_routine on October 09, 2013, 11:43:42 PM
We don't know how much of the original games will be in their remakes, I like to think of them as stepping stones, that provide the context and the core of what we were trying to achieve. Title: Re: Nukenine Jam Cartridge Post by: ekun on October 09, 2013, 11:50:54 PM Although our original three games are all web-based HTML5 games, we decided to go native for this remake. The engine is being written in C++ using SFML, and we plan on packaging all three games into one standalone executable. We'll be releasing this cross-platform to boot, thanks to the libraries we're using.
This is our first non-jam project, and I'm excited to see what we can do when not restricted to 72 hours :) Title: Re: Nukenine Jam Cartridge Post by: clockwrk_routine on October 11, 2013, 01:15:53 AM Work on Two of Us
(http://media.tumblr.com/481ef5200881929887ba284303ac837d/tumblr_inline_mui7v6vpDa1r2bnzm.png)(http://25.media.tumblr.com/192e31f729682090564dedccb9e63e25/tumblr_mue8a1GQ4c1r68dk0o1_400.png) Today I'm finishing up work modeling the main character of Two of Us. Originally the idea was to animate the vector work I've already done, avoiding the paper cut-out feel by replacing parts with their angled counterparts/using shape keys per frame, unfortunately that's a lot of extra work. That 2d look is really what I'm after, and a lot of that rides on the shading, but I haven't found a way of lighting/material combinations that can do that for me. To get this, I'll be cloning the model per animation, and doing custom shading through material colors. Character Design When redesigning the character, I was making decisions that would make him stand out as the hero of the story. I removed his visor, and gave him a face to relate to. In the original game he's wielding a sword, I decided to give him a hammer instead, I think it's more versatile as a weapon, and makes his design less generic, also giving him a recognizable silhouette. A lot of time was spent deciding his color combinations. During jams I don't really have the time to think of these things, the designs just come out and I'm usually stuck with them till the end. also scope cut, for now we're focusing on Two of Us also we're looking for a musician/sound guy to join our team, pm me or ekun - we're nice dudes, for this we're looking for someone who can do Title: Re: Nukenine Jam Cartridge Post by: ekun on October 11, 2013, 09:59:05 AM (http://i.imgur.com/Yjy1qdQ.gif) Making changes to a level will (hopefully) be easy! Placeholder graphics Level Editor: The beginning I've spent the past couple of days creating the basis of the level editor we'll be using throughout our development. It doesn't have many features yet because we still have to flesh out some of the game design/mechanics, but it's a start. I think separating the level editor into a different tool slows down iterating on design, so I've designed the editor to be able to seamlessly load, edit, save, and test levels quickly. This isn't the first time I've made a level editor for one of our games, but this is the first time I'll be trying to make it as user-friendly as possible. I'd like to make a tool that doesn't require a huge amount of time to get familiar with, something I haven't had the luxury of with previous editors due to time constraints. Eventually, it might even be cool to release the editor alongside the game so players can create their own adventures... but we'll see :) Title: Re: Nukenine Jam Cartridge Post by: clockwrk_routine on October 12, 2013, 02:17:42 AM So modeling was a load of wasted effort, but I might still end up using it for something ... :yawn: I'm gonna put it down because I can't get the model to look right, and I'm quite anal about it looking right. To have more control over my animations, I started to work more with shape keys in blender.
(http://media.tumblr.com/0ea68b198578617cb67cffd73c3beebf/tumblr_inline_mujwhg8oIP1r2bnzm.gif) A brief tutorial on Shape Keys YAY
Still there are some things you don't want to use shape keys for. like when a graphic does a 90 degree turn revealing the backside of the object, for that you'll want a seperate graphic for the appropriate angle to replace that graphic. I wrote a blender plugin for that, I'll probably post a link to / talk about... sometime. Title: Re: Two of Us remake Post by: Greg Game Man on October 12, 2013, 11:45:55 AM I think thats some of the nicest looking 2D character art i've ever seen.
Looks at odds with tiles though. I think dropping in images and then drawing collision over the top for more of a 'painted bg' look would be much better. Title: Re: Two of Us remake Post by: clockwrk_routine on October 12, 2013, 03:29:46 PM :) thanks greg, really looking forward to how the rest of the game comes out. But yea the gif eugene posted is using placeholder graphics from the previous game, none of that will be used in the new release. most like we'll be using tiles and a combination of 'free' images (as in not tiles) to build our environments, they'll be vector based also, with textures applied.
Title: Re: Two of Us remake Post by: clockwrk_routine on October 14, 2013, 03:52:27 PM another centered gif:
(https://dl.dropboxusercontent.com/u/46434785/Gifs/game.gif) We're jamming today, making good progress, should be done with most of the player animations. Some of them are a little spotty and I'll probably revisit them. Tomorrow I'll get started on the world and some game design work. We'll have something playable by the end of the month so look for that. also yea took off his shield because it's kind of an impractical design, he'll be pretty agile in this game, movement's a big focus. And we found a musician Sam English (http://forums.tigsource.com/index.php?action=profile;u=39266)! We're stoked like super stoked, like smiles splitting our faces stoked Title: Re: Two of Us remake Post by: clockwrk_routine on October 15, 2013, 03:16:01 PM transferring the drawing over to a proper vector animation program, I love blender and all, but my current way of animating is way too hacky.
edit: sooo much better. Title: Re: Two of Us remake Post by: ekun on October 16, 2013, 08:13:53 AM Some progress on the level editor, including the tile palette selection and some gui features.
I also changed the tile painting to be based on a line drawing algorithm, so no more blank skips when dragging the cursor too fast! (http://i.imgur.com/36XogTw.gif) Title: Re: Two of Us remake Post by: clockwrk_routine on October 17, 2013, 12:15:40 AM (https://dl.dropboxusercontent.com/u/46434785/attack.gif)
rough rough rough Title: Re: Two of Us remake Post by: ekun on October 22, 2013, 03:30:55 PM (http://i.imgur.com/uhGbE2h.png) no backgrounds yet, but coming soon We've also finally settled on a design for our game. :) Changes: -Character can hang on edges and climb up as well. -Level editor has a bunch of new features -Some early environment art On a side note, I need to learn GIF magic so I can make longer and better quality gifs (http://gdurl.com/mw7O) level editor is getting there! Title: Re: Two of Us remake Post by: ink.inc on October 22, 2013, 03:36:25 PM such hotness
Title: Re: Two of Us remake Post by: clockwrk_routine on October 23, 2013, 04:35:33 AM :) dank u. Spent last night, filling out the rest of the grass/cliff tilesheet, it could be tweaked but for the most part I'm happy with it. Continuing work on the environment today, should have the tileset for the first area complete in a day or two.
I'm gonna get some sleep here's a ss of the new tiles: (https://dl.dropboxusercontent.com/u/46434785/Gifs/ttou%231.PNG) (https://dl.dropboxusercontent.com/u/46434785/Gifs/im24.PNG) edit: treeeeees Title: Re: Two of Us remake Post by: Mr Speaker on October 23, 2013, 04:44:28 AM Wooop - that looks beauuutiful. Love the editor too - looks like it would be really quick to work with. Keep the screenshots coming!
Title: Re: Two of Us remake Post by: ekun on October 26, 2013, 02:12:19 PM Finished implementing a bunch of features in the editor, including support for parallax tile layers and colored layers. I just need to add the GUI counterparts to the features so you can change everything without using console comands.
Kyle's been working on the first boss, and the combat mechanics are coming together, exciting! Here's a gif showing off parallax + Keo's tree art: (https://dl.dropboxusercontent.com/u/73185854/test.gif) Title: Re: Two of Us remake Post by: Chis on October 27, 2013, 07:17:09 AM the art is soo gorgeous!! reminds me of Shelter.
I for one would love to see another attempt at modelling the character, I think there could be something nice there. Title: Re: Two of Us remake Post by: antoniodamala on October 27, 2013, 07:24:03 AM lovely art, man.
Title: Re: Two of Us remake Post by: ekun on October 27, 2013, 03:29:45 PM I agree, Keo's art is spot on :)
On the technical side of things, more level editor progress! Features include:
(https://dl.dropboxusercontent.com/u/73185854/leveleditor.gif) Title: Re: Two of Us remake Post by: kraed on November 06, 2013, 07:16:56 AM Nice, nice! Looks promising!
Title: Re: Two of Us remake Post by: clockwrk_routine on November 06, 2013, 11:57:22 AM :gentleman: thank you
the art is soo gorgeous!! reminds me of Shelter. I for one would love to see another attempt at modelling the character, I think there could be something nice there. (https://dl.dropboxusercontent.com/u/46434785/Gifs/turntable.gif) model is done. what. yea animating everything by hand takes so long, and I've been burning out pretty hard the last few weeks. so I'm trying to corners. I'll be doing a paint over pass when most of the assets are in, but this works for now/ huh. the model on previous page looked pretty good what happened. Here's a preview of his basic attack. (https://dl.dropboxusercontent.com/u/46434785/Gifs/attack.gif) Title: Re: Two of Us remake Post by: ink.inc on November 06, 2013, 12:23:55 PM ffsdsdaf
Title: Re: Two of Us remake Post by: DanDecarlo on November 06, 2013, 01:49:23 PM The basic attack animation kinda looks like it's missing a frame or two, maybe it's just me. Would be cool if he would hold the hammer with both hands, would make a more powerful impression.
Title: Re: Two of Us remake Post by: friken on November 06, 2013, 05:04:46 PM I really like the progress of the art. It is very story-book ish -- in a good way :)
Title: Re: Two of Us remake Post by: ekun on November 19, 2013, 04:27:59 PM Two weeks ago, after deliberating as a team, we decided to stop working on The Two of Us. We realized that the project we had in mind was too ambitious, and decided to pivot and start a new smaller, more focused project.
Mini Postmortem Before starting on TTOU, our vision for the game was relatively simple: a remake of one of our game jam projects (http://ekun.nukenine.com/two/). However the premise rapidly expanded. This was our first major project, and two of us were going to be working full time on the game. Of course we could add that feature! We tried to ignore the scope creep in the beginning, but along with the increased scope numerous questions arose that we struggled to answer. How should combat work? Will there be character progression? What's the new story? Will we be able to finish this game? Instead of having a concrete design for our expanding game, we had a nebulous concept of something grandiose. Keo was pumping out beautiful looking assets, and Kyle and I worked on an increasingly complex level editor/engine. We were all getting a bit lost in our own work. At a certain point, we realized we needed to set a milestone for a playable prototype because we weren't getting anywhere. We set aside a month of time, and started working hard to finish the list of features and assets we needed for the minimal prototype of our game. Halfway through the month, we were no where close to finishing the prototype. At this point, we had a decision to make. We could either keep trucking ahead and finish this game no matter how long it took, or set aside TTOU and start anew on a smaller, better planned game. We pressed the reset button. What Now? Using the lessons learned from working on TTOU, we've started on a new project. It's still in early development, but we're very excited about it. More details coming soon, stay tuned! (http://1.bp.blogspot.com/-Phv75dlBIa8/UovbtsVoqOI/AAAAAAAAA2A/B1lQJSnQSs8/s1600/closed_chest.png) Title: Re: Two of Us remake Post by: antoniodamala on November 19, 2013, 05:53:08 PM Good choice. Looking foward to your new project.
Title: Re: Two of Us remake Post by: clockwrk_routine on November 21, 2013, 06:51:30 AM learned a lot about what I'm capable of and not capable of while working during that month. I never stopped to consider the toll of working at higher resolutions, considering it takes 4-6x as long, you not only have to consider time, but also have to factor motivation over time. With wanting to get funding as soon as possible, it just tacked on unnecessary stress as progress seemed super slow. Even though it seemed like I was putting in a lot but not getting much out of it.
This current project is going smooth, like breezy breezy - was able to make more progress in a couple of days than the whole month of working on ttou. Title: Re: Two of Us remake Post by: Mauricio Gomes on November 21, 2013, 06:55:04 AM From your title I thought you was remaking the AAA game.
What AAA game? Well, I keep confusing Last of Us and Two Souls (because you know, Ellen Page)... So for a while I imaginated a single Ellen Page game named Two of Us. Now I wonder, it would be nice to put a ellen page cameo, no? Title: Re: Two of Us remake Post by: clockwrk_routine on November 21, 2013, 06:56:45 AM :-\
i dunno whatcha talking about :shrug2: yea the main char's design was based on ellen page Title: Re: Two of Us remake Post by: ink.inc on November 21, 2013, 10:03:43 AM knew it
Title: Re: Two of Us remake Post by: OniWorld on November 21, 2013, 10:21:45 AM I love it.
I especially love those little editor GIFs. I'm a massive fan of seeing people's level editors, really gives me inspiration when creating my own which is needed since it can be so daunting. The art is indescribable, it's minimal yet it has a really nice feel to it... I think you've hit the nail on the head for originality there! |