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TIGSource ForumsCommunityDevLogsEven the Ocean (Behind the Art series started!) OUT NOW!
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Author Topic: Even the Ocean (Behind the Art series started!) OUT NOW!  (Read 315262 times)
melos han-tani
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« Reply #1420 on: January 19, 2015, 09:22:41 PM »

I'll haev to do that tomorrow with the 2nd half, sorry! the first one is on hitbox and is a mess. So I'll try to have the post-windmill stuff up.
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« Reply #1421 on: January 23, 2015, 07:18:19 AM »

oh gee...devlog...let's see...well i'm just doing more cutscene things...almost done. Jon is doing some more writing for the Areas in the game (Not the main story). Then I guess I'll implement that area event stuff.

At some point I have to design a number of levels again but yeah...doing all this other stuff first.
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« Reply #1422 on: January 24, 2015, 08:01:51 AM »

Hm what today..uh...oh it is the weekend. well i'll probably still do something!!!!
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« Reply #1423 on: January 24, 2015, 08:06:42 AM »

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« Reply #1424 on: January 25, 2015, 12:49:49 PM »

made this tiny unity test this weekend.


http://t.co/mSsFXeAcCG

Of note: they allow you to pitch down ambient tracks. This is super useful! High-pitch sounds in ambience can become useful rumbles, all in-editor

the subway is modeled off of the harrison CTA red line station.
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« Reply #1425 on: January 29, 2015, 02:01:57 PM »

is there a button to press to sit down
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« Reply #1426 on: January 29, 2015, 02:10:32 PM »

Cool scene

after waiting for an hour a train comes by
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melos han-tani
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« Reply #1427 on: January 29, 2015, 02:19:38 PM »

after harrison station is roosevelt station...and then...in this fictional universe of chicago...spoilersssss. for that game those subways in particular will be broken. there's elevated subways maybe 40-60 feet above those, above ground...those mightt? be usable. idk. or not. hm

and yeah mush it is a dedicated key!
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« Reply #1428 on: February 01, 2015, 03:57:29 PM »

oh yeah the devlog lol uhh

Jon finished sketching out all of the areas and general palette! Whoaaaaa  yay

i'm alomst done with the cutscenes (like, almost almost!) then level design o_O then the game is done after some other events cfripting and writing


and a GIF from a private little game i worked on for sandys bday

http://t.co/TQsdXnSd2F

heres a song from the game:
https://soundcloud.com/seanhoganok/straits-walk-repose

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melos han-tani
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« Reply #1429 on: February 04, 2015, 10:15:31 AM »

level design recently!


I think I might be jumping around a bit...trying to focus more on quality. Sending designs back and forth for faster feedback and then we'll assemble them at some point. i think that works better
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« Reply #1430 on: February 07, 2015, 06:17:14 PM »

Lovin the art guys!
Can't wait to see where this game goes Smiley
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melos han-tani
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« Reply #1431 on: February 10, 2015, 07:05:56 AM »

Thanks!

Gee it's been a while since we hit a new page. gotta change that.

we've been doing a lot lately. Jon's been fleshing out the detailed art for each nature area. I've been finishing up little tedious event scripting things here and there - stuff like, can't enter this area after this event, and now doing some other stuff. There's a little map mechanic that lets you search out hidden place on the world map! so that'll be nice. it works similarly to using a real map - your movement freezes when you look at it.

i sent a big email yesterday so we could iron out final scripting things i can do. well, i always say final, but what i want to do is get the game in a 'beatable' state soon, i.e. i can start the game and geet to the ending, though a lot of level design, final art, misc dialogue, and sound effects will be missing. that will be a big checkmark for me bc i dont have to worry about the whole game working together as much.
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« Reply #1432 on: February 12, 2015, 09:43:08 AM »

phew...still workin. lots of little tedious things now. i'm finishing a lot of map placement/placeholder map creation, and connections to make the whole game as a skeleton work. maybe i said that already.

today i boughth a hand saw, a end table, and an ergonomic keyboard (for $60!). the plan is to saw my current desk legs down 2" so that my sitting position is healthier, saw the end table down a bit so i can make a standing desk when I want to. nice!
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« Reply #1433 on: February 22, 2015, 05:36:10 PM »

whoa it's been 10 days...i have completely forgotten about this devlog thing.

this week i just duid some scripting and some last map-connecting. hoping to make it back to level design soon
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« Reply #1434 on: February 25, 2015, 07:07:27 AM »

we're going to gdc next week! it should be nice once there...travelling is mind-grating for me though.

working on level design the past few days.

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« Reply #1435 on: February 25, 2015, 07:30:37 AM »

Cool, hope you have fun at GDC.
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melos han-tani
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« Reply #1436 on: March 10, 2015, 07:01:19 AM »

i haven't posted here in almost 2 weeks!

we had fun at GDC.

sean also is almost done with dark souls 2.

we figured a few things out at GDc, but for the most part just got to meet lots of nice people which was nice.

back to working - i'm easing into it - because of dark souls 2. but still coding a few tiny things.

we also had a marketingi dea, mayeb joni can explain it sometime. it will work nicely! it's like vignette game things...is ort ofj ust epxlained it kind of
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« Reply #1437 on: March 12, 2015, 10:42:26 PM »

GDC was nice, met lots of people and caught up with older friends.

Been feeling more confident about EtO than I have in a long time. Since GDC, I got some good bits of writing done, and level design has been going really well! having fun making a lot of design ideas that are more fluid, flexible, fun, and concise than the earlier drafts... it's really getting a lot better.

The word I keep using with Sean is "finicky". Old design was very finicky, cramped, overcomplicated. Parts overlapped creating red herrings. We're opening things up, simplifying, softening design ideas, and it's suiting the mechanics, tone, and theme of the game better. It's more about creating playground spaces with shifting flow paths, rather than precisely keeping track of tons of entities at once to stay alive.
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melos han-tani
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« Reply #1438 on: March 16, 2015, 07:45:12 AM »

we makin levels


adn coding some stuff..

the spectre of SFX hangs above....
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« Reply #1439 on: March 16, 2015, 12:43:07 PM »

bfxr will sort you out with that  Wink
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