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TIGSource ForumsCommunityDevLogsRed Goddess Development
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yanimstudio
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« on: November 29, 2014, 06:24:10 PM »


RED GODDESS (Development Diary)

Hi! We are Yanim studio, a small indie game, and 3d animation studio from Valencia, Spain.
We're working since 2013 on an action/adventure game called Red goddess.
We have started a topic in the the Tig source's Townhall, during our Kickstarter campaign with our first prototype, but development of the game is going fast now, and we think it would be great to share with you the rest of the development here in a devlog, we will try to keep this topic updated every week, and describe several aspects of gameplay, design, art etc..
We hope you like our very first game project: Red Goddess.

  Hand Shake Left Yanim studio team  Hand Shake Right

Website: http://redgoddessgame.com/
Twitter: https://twitter.com/RedGoddessgame
Facebook: https://www.facebook.com/redgoddessgame

What's Red Goddess?
Red Goddess is a nonlinear side-scroller platformer with combat situations in an adventure to explore the inner-mind of a Young Goddess with the objective of remembering and recovering her own powers.
  • Explore the mind a young goddess.
  • Fight against the “dark thoughts” and an invisible enemy “The narrator”.
  • Possess and move elements of the planet to uncover the mysteries from the past of the main character.
  • Combination of brawl and platform action in an epic and compelling story.

GAMEPLAY:
Control 3 playable characters with their own unique skills and abilities in a non-linear platform/adventure game.
You can play the game with Divine, the main character to jump, doble jump, talk and interract, and also some psiche power like telekinesis.
You can also select and play as a “mask” of the main character (either Rage or Fear persona).
Once you play as a mask, you can unleash deadly melee combos, useful for combat situations. But the other mask appears following you everywhere in the game, and could turn against if you activate some traps.
Unlock Powers. You will have to find and collect pieces of an ancient armor to unlock new skills and enter new zones.
Possess and move elements of the planet to uncover the mysteries from the past of the main character.


GAME TRAILER (Feb'2014):





"EVIL MASK" GAMEPLAY VIDEOWith “MASK GAMEPLAY” and some MELEE ACTION!

Corny Laugh Please take a look to the VIDEO:

Or click image below:




THE STORY:
The story revolves around a troubled goddess named Divine. She feels confused and haunted by her past. Something mysterious and unknown is tearing her apart from the inside out, destroying her mind, her soul ….and her altogether! Our journey begins when Divine decides to right this wrong by exploring her own subconscious. She will discover a planet within her own mind made up of mountains, forests, caves, and unknown perils. Discovering who she is, who she was, and what she will become is our quest…..but soon we realize that there is more to this adventure than what we first thought. Explore a mysterious Planet driven by the subconscious mind of the main character: Divine.

How progress is going?
We have started a topic in the Tig source's Townhall, during our Kickstarter campaign with our first prototype, made with Udk. The game has been part funded on Kickstarter in June 2014. Game development really started with the entire team on July of this year. We had to redesign the whole game, and learn the new features of our new engine: Unreal Engine4.
Development of the game is going fast, we have done in october a functionality demo. The purpose of this demo was to try and test the gameplay with all the powers of the main characters here in our studio. Most of game mechanics has been done, and now we can say the base of the gameplay is OK. We just have to refine combat system, IA of NPCs, and Enemies. Now we focus all the prgramming work on this, and with the art, we actually focus in creating the entire world of redgoddess: dungeons, towns, Npcs, and all the misions and cutscenes.

SCREENSHOTS:




















« Last Edit: June 05, 2015, 05:06:09 AM by yanimstudio » Logged

yanimstudio
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« Reply #1 on: November 30, 2014, 03:30:52 AM »

We are actually working on the maddness rays, and on the "alarm" system of the game
If you activate some traps and pass through the madness rays, the narrator could turn aggressive, block your way or turn the masks against you.
Once you have been detected, the Narrator will activate a quarantine area to attack you. There are many different possible attacks. Depending on the zone:

  • More enemies will appear in the area.
  • Your other persona, which appears as a deadly mask, and will turn against you.
  • Access doors will close and new traps will be activated.
  • Enemies will become more aggressives.

To cancel the alarm mode, you have to exit/get out of the quarantine area, or kill all oponents in the quarantine zone.

Here is what we have now with the Madness rays:



We plan to do visually,do a more consistent ray light (not a red laser).

If you pass trough a red madness rays, the zone will be closed (as a quarantine zone). You will instantanly change to Rage form, and the Fear mask will turn against you.
If you pass through blue madness rays, it's the same but you will change to fear persona.
The mask will chase you slowly (instant kill) and other oponents will appears in the zone.
the quarantine zone will be off when you kill all the enemies. The mask is invincible to any attacks.
« Last Edit: December 06, 2014, 01:40:16 AM by yanimstudio » Logged

Mckenon
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« Reply #2 on: November 30, 2014, 06:36:42 AM »

I rarely comment on a games looks(I'm more of a core mechanics type of person), but holy hell, this game looks amazing Addicted.
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happymonster
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« Reply #3 on: November 30, 2014, 09:19:37 AM »

The artwork is superb! Smiley
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yanimstudio
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« Reply #4 on: November 30, 2014, 10:03:33 AM »

I rarely comment on a games looks(I'm more of a core mechanics type of person), but holy hell, this game looks amazing Addicted.

Thank you so much for your comment! If you want to check out some of our core mechanics please take a look to our last trailer:

 

Pls check our website to see more stuff! We are grateful for your support  Grin
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FK in the Coffee
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« Reply #5 on: November 30, 2014, 11:56:15 AM »

Gorgeous art style.  I'll be keeping my eye on this.
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yanimstudio
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« Reply #6 on: November 30, 2014, 12:02:16 PM »

The artwork is superb! Smiley

Thank you for your comment! Please stay tuned more updates soon...  Wink

Maria
Yanim Studio Team
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yanimstudio
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« Reply #7 on: November 30, 2014, 02:02:31 PM »

Gorgeous art style.  I'll be keeping my eye on this.

Thanks for your support! Smiley
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yanimstudio
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« Reply #8 on: December 01, 2014, 05:20:45 AM »

Hello,
We're working on a new armor concept for Divine, the main playable character on Red Goddess.
All parts represent a special ability: possession, rage, fear, wallgrab, double jump...  what do you think about?





Thanks!

« Last Edit: December 06, 2014, 01:45:15 AM by yanimstudio » Logged

yanimstudio
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« Reply #9 on: December 02, 2014, 10:10:44 AM »

Hi everyone!
We have also redesigned the two secondary characters. During the game you will have to find the mask of Rage and Fear to unlock the melee power. So we have redesigned these two characters: now with masks painted in the face.



« Last Edit: December 06, 2014, 01:47:31 AM by yanimstudio » Logged

yanimstudio
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« Reply #10 on: December 02, 2014, 10:22:42 AM »

How is it possible to post an image with hyperlink in this forum?
Thanks!
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yanimstudio
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« Reply #11 on: December 03, 2014, 08:15:55 AM »

Hey!

Please take a look this screenshot with floating houses in Red Goddess. Thanks

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Alike Studio
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« Reply #12 on: December 03, 2014, 09:54:54 AM »

How is it possible to post an image with hyperlink in this forum?
Thanks!

Hope this helps:


You can also check out this:
http://www.bbcode.org/reference.php

By the way, awesome work!
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yanimstudio
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« Reply #13 on: December 05, 2014, 06:07:36 AM »

Hello everyone! We’re developing Red Goddess using Unreal Engine 4, we have posted you some screenshots about art process, in this update we want to show you something about programming process, in the following video, we can see how the animations state machine works in our main character, Divine. This tool (Animation blueprint) provides us a graphical way to break the animation of a Skeletal Mesh into a series of States, simplify the design process for Skeletal Mesh animation, because we don’t need to create a complex Blueprint network and also simplify the transition and blendings between all the character’s animations.

On the left side of the video we can see all our states with the transitions between them, we have started the design of Divine animation by thinking of the necessary states we needed and how a character may flow from one state to another. On the right side of the video we can see divine moving.
During the video, while Divine jumps, runs and climbs we can see the transitions between states.

At the end of the video (00:51) a blend space for idle, walking and running animations, can be observed. This blend space is located inside the “Idle/Walk” state and it blends the three animations depending on the character's speed.

There are more blend spaces, for example, inside the “DivineJumpLoopBlend” state, there is another blend space that blends itselfs between two animations depending on the vertical speed of the character.

This is only the locomotion state machine, it only manages the animations related with the character movement, for other animations (Hits, attacks, strafe) we used anim montages that allowed us to use root motion to get a more accurate movement. By using State Machines, we  can quickly visualize how data is flowing through their animation network.

Animations State Machine Video:






« Last Edit: December 06, 2014, 01:11:13 AM by yanimstudio » Logged

Juan Raigada
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« Reply #14 on: December 05, 2014, 06:21:40 AM »

This is looking really good! You are making some nice progress!
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yanimstudio
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« Reply #15 on: December 10, 2014, 03:52:48 AM »

Hi everyone!
Here a new gif with the new real-time post process effect we are working on! When something is going to happen, the light, saturation, and Dof is changed. We also add a normal texture to create this wave deformation effect. We want to use it in special zone, alarm, or Slow motion effects. More gifs soon!
Please give us some comments!

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oahda
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« Reply #16 on: December 10, 2014, 04:17:11 AM »

Hello,
We're working on a new armor concept for Divine, the main playable character on Red Goddess.
All parts represent a special ability: possession, rage, fear, wallgrab, double jump...  what do you think about?
Well, if I wore an armour to protect myself, I wouldn't have my entire belly and lumbar and, randomly, my inner thighs, exposed. c;
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yanimstudio
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« Reply #17 on: December 10, 2014, 08:32:02 AM »

Hello Prinsessa. Thanks for your comment.
Well that's not really an armor to protect, it's more a representation of the powers of the main character, to show of the evolution during the game.
Here is a pic with the details of the powers:

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Rat Casket
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i can do what i want


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« Reply #18 on: December 10, 2014, 10:24:49 AM »

THEM GRAPHICS.

Following. Let me play this right now.

I have to know if it feels as good as it looks.

If it doesnt I'm going to be SO mad.
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yanimstudio
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« Reply #19 on: December 14, 2014, 01:56:43 PM »

Thank you so much for your comment and your support!! We're so glad you like, and we hope you'll enjoy so much the game, We're working so hard to release Red Goddess asap, we keep in contact Rat Casket  Grin
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