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1036472 Posts in 41837 Topics- by 33455 Members - Latest Member: Arbos

August 27, 2014, 07:04:59 AM
TIGSource ForumsFeedbackDevLogsElegy [ALPHA DEMO AVAILABLE NOW!]
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Author Topic: Elegy [ALPHA DEMO AVAILABLE NOW!]  (Read 5551 times)
threesided
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« Reply #30 on: December 13, 2012, 12:26:57 PM »



Welcome to Delta.

I had the absolute pleasure of making the world map for our game. What started as a prop for the opening cutscene turned into one of the most enjoyable assets I've made for this game to date. I will edit this later today with more information. For now, just feast your eyes on some cartographic candy Smiley
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Xion
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« Reply #31 on: December 13, 2012, 01:13:43 PM »

I love it :0

can you provide some info on the process of making it? I've always loved cartography type stuff like this but find my own attempts to mimic have always fallen way short.

Or was it just a matter of being very patient and free-handing all the contours?
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threesided
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« Reply #32 on: December 13, 2012, 02:30:30 PM »

I love it :0

can you provide some info on the process of making it? I've always loved cartography type stuff like this but find my own attempts to mimic have always fallen way short.

Or was it just a matter of being very patient and free-handing all the contours?

Xion, glad you like it Smiley And yes, it was all done freehand. All the elevation lines, text, trade routes and map symbols were all crafted by yours truly.

I saved out some WIPs to show the process on this bad boy:



This was made waaaaaay back in like, January, while Amanitazest's writing challenge was going on. I had taken stock of all the areas and geography that I had conceptualized and started trying to make sense of where things would be located based on the interactions I wrote about etc etc. Pretty rough, but it gave me a base to go on.



Now, 8 months or so later, I finally got around to making a proper version. First thing I did was work on the shorelines as those would define the look of the entire region the game would be set in. I knew roughly what kinds of terrain would be needed for each area, and just went to town. I then filled in some of the more open bodies of water with some islands for some visual flair. Assuming they would have either been chunks that had broken off the  mainland, or formed by natural ridges in the water, I tried to match them up like puzzle pieces.



In terms of technical tricks used to achieve the map effect, I then placed a stained paper texture behind and set the shores to "Color Burn" and down to about 80% opacity. This allowed for the texture to bleed through, as if the lines were drawn in ink. Same goes for the elevation lines: Color Burn, set to about 60% opacity this time. I looked at a lot of old maps to try and understand how elevation is illustrated, and just went about drawing it in where I thought it would make sense based on the area/landmark/town etc.


I then went about prettying up the names and such. Each one was written by hand. I wanted it to feel like an authentic map that might be drawn by the cartographers of Tyr. Last, I made symbols to represent the different types of cities (Village, Town, Capital) as well as important landmarks.

Finally, I took all of that and added some more details to make it like the map you see in the previous post. A compass, emblem, technical writing, grid, and legend etc. Without this it wouldn't feel quite as "official" Again, I went looking at a lot of WW2 military maps, old medieval maps etc to get a feel for the kind of pertinant information one might find on a map of this sort.

Hope that was enlightening Xion Smiley
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« Reply #33 on: December 13, 2012, 03:31:03 PM »

Now that I look at it again, it looks just as if you overlaid the map on the texture (which is exactly what you did), and it's very obvious. Mainly because the lines are so clean, there is no wear shown on them. I would probably make another layer of Clouds (the PS filter), select all the lines, invert the selection and that way delete everything else apart from the lines area on the clouds layer, then put the clouds on Overlay or similar and lower the opacity. That way, the lines won't be the same everywhere as they are right now.
And when you take into account that the map is old and crumpled a bit, the rectangle used as border for the map should be deformed, but it's perfectly straight instead.
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Xion
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« Reply #34 on: December 14, 2012, 02:56:14 PM »

[snip]
Hope that was enlightening Xion Smiley
Yes, very! Thanks for the writeup. I always love reading about creation processes.
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threesided
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« Reply #35 on: February 09, 2013, 10:55:48 AM »



Might not look like much, but there has been some significant progress with Elegy. We've done a lot of backend work, and our first level is starting to take shape. The next few months are going to get really interesting!

Unfortunately, things aren't quite together enough to show video or anything, but come the end of the month we should have something really nice to show off Smiley
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« Reply #36 on: February 09, 2013, 12:34:52 PM »

Looks awesome threesided!! Smiley
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« Reply #37 on: February 19, 2013, 02:31:36 PM »

Cross-posting from our Tumblr:



The other day I made a new particle system for the game. Iíd implemented one a little while ago, but at the time I didnít really know what I wanted from a particle system. A couple of weekends ago Scott, his girlfriend and I participated in the Global Game Jam, where we made a tower defense game (http://globalgamejam.org/2013/heart-attack-21) in 48 hours in Game Maker. The game jam was a lot of fun, and on top of learning Game Maker and creating a game in it in a weekend, I also got to play around with their particle system, and as a result came up with a better design for such a system in our own engine.

In this image you can see some WIP effects for a fiery explosion (red and yellow), an enemy exploding into deep purple orbs of their essence, and smoke coming off of enemies who are suffering from burning damage over time courtesy of the also recently expanded condition system.

- David
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threesided
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« Reply #38 on: February 23, 2013, 11:12:12 AM »

Cross-post from Screenshot Saturday.



Still very WIP, but let it be known that there are many new levels in progress!

Don't mind the excessive amounts of grey right now, that will be fixed as those buildings get textured.

Important things to note though: Our particle system is in! Dave has been hella busy, and the effects we have so far look amazing. I can't wait to play around with it more. It really brings things to life.

We are about 1/4 of the way through towards our first closed alpha, which we will have more information on in the coming weeks. So please keep an eye out for that!
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« Reply #39 on: February 23, 2013, 02:01:09 PM »



Yes.. Beautiful.. These are super cool just the way they are, but it'd really be something to see them in-game! It's great that you're hand crafting everything - I really appreciate that effort. Nice map too, by the way.
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threesided
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« Reply #40 on: August 08, 2013, 12:26:53 PM »

Hey guys! So it's been a long time since this devlog has been updated, but not for lack of updates to the game itself.

CONCEPT REVEAL TRAILER!
http://www.elegythegame.com

So I decided to put together a teaser trailer for the storyline of the game, and this was the result. Gotta say, I'm really happy with how it turned out.

As for the game itself, we are going to be releasing an Alpha demo for people to play on August 22nd, 2013! So be sure to check that out when it's available.
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threesided
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« Reply #41 on: August 10, 2013, 10:07:43 AM »

For those who need visual incentive to watch the trailer:






I have met with some difficulty promoting this due to lack of gameplay in the trailer, so that will be coming next. I think once the alpha is ready I will record a playthrough for people.
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« Reply #42 on: August 10, 2013, 12:32:52 PM »

I like the art and I like the sound of an arena shooter RPG too so, cool.
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threesided
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« Reply #43 on: August 28, 2013, 06:28:59 AM »

The Alpha demo has been released for people to try out!


GET IT HERE!

Please note that this is of course an alpha, and everything (especially the assets) are subject to change. The gameplay is pretty well complete though.
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