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TIGSource ForumsCommunityDevLogsRed Goddess Development
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CrayderStudios
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« Reply #80 on: March 08, 2015, 11:37:56 PM »

Your game looks lovely. Will definitely be on my watch list Smiley Wishing you the best on the development of Red Goddess!
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yanimstudio
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« Reply #81 on: March 09, 2015, 07:15:52 AM »

Friday at ‪GDC‬. We hope everyone enjoyed! ‪‎GDC is wrapping up....

























Selfie pics with Tim Sweeney(epic games founder) and Yannick Puig (Director at Yanim Studio) at #GDC15:


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yanimstudio
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« Reply #82 on: March 10, 2015, 03:40:47 AM »

Currently we are correcting and equalizing proportions in the lightmap UV, we should use the maximum space to cast shadows.
Before we were losing resolution of texture and as you can see on the images below we have now resolved it.


BEFORE IMPROVING:



NOW:





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yanimstudio
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« Reply #83 on: March 13, 2015, 01:46:41 AM »

We're working with a 2D map, essentially is a miniature of the full game. We're improving: resolution, colors, we have point the gameplay and now is easier to see where the player is able to going on (collision detection). And we're working in war fog, because we don't want to spoil the places that the player has not been yet...

The images bellow are some examples areas.

Anyways, questions/comments appreciated





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Seaport
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« Reply #84 on: March 13, 2015, 11:20:07 PM »

Those maps look cool and I'm really liking the art style, hope you had a good GDC
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yanimstudio
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« Reply #85 on: March 14, 2015, 12:42:18 PM »

Those maps look cool and I'm really liking the art style, hope you had a good GDC

Thank you so much! The GDC was amazing, the players's feedback and to share this experience with others developers and with Epic Team! Awesome. Smiley
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yanimstudio
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« Reply #86 on: March 18, 2015, 03:30:17 AM »




In the picture above, we can see one of scene of the flashback memories from Red goddess. We're working on polishing the assets because it was too much cold and dark. We have tried to do it warmer.

So we wanted  to create an environment with the feeling like "home sweet home" we have used art assets like: windows, the tree, stone wall... we needed to introduce new assets and lights, everything has an impact on the player's view and it's make create the feeling, it's very important because this environment is used for story purposes...

Now is ready, what is your feeling about? If there is something you feel is out of place please let us know, your opinion is very important for us.. Thank you!
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yanimstudio
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« Reply #87 on: March 20, 2015, 02:33:08 AM »

Currently working in the shop, the player can buy upgrades for life and mana/powers. To increase the total of mana of Divine, and melee power attack of Rage and Fear. Player will have to purchase, and collect the coins to upgrade characters.

Take a look this WIP. In-game shop implementation. Using a widget triggered by an NPC who communicates with player state to check if she's allowed to purchase items, in addition to provide them to her. Widget is still a placeholder.











Now polishing art... Wink
« Last Edit: March 20, 2015, 02:40:47 AM by yanimstudio » Logged

yanimstudio
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« Reply #88 on: March 25, 2015, 09:48:35 AM »

Hello everyone!

Okay, the map is working in Red Goddess, take a look this screenshot pls, the map displays a miniature version of the Red Goddess world, a portion of it really, so the player can orient himself with respect to the rest of the world. In Red Goddess the map doesn't show the whole game world, only a limited area around the avatar. Areas not explored by the player are hidden by the fog in the map. Any suggest-comments are most than welcome!


« Last Edit: March 26, 2015, 08:41:09 AM by yanimstudio » Logged

Rat Casket
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« Reply #89 on: March 25, 2015, 12:24:40 PM »

dudes cmon lemme try this already i live in the shitty midwest and cant make it to places to play it cmon dudes
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yanimstudio
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« Reply #90 on: March 26, 2015, 01:30:41 AM »

dudes cmon lemme try this already i live in the shitty midwest and cant make it to places to play it cmon dudes
Cheesy We'll release so soon, be patient! Thanks my friend
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yanimstudio
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« Reply #91 on: March 26, 2015, 03:53:59 AM »

Hello!

We're developing Red Goddess. Currently we're working in camera features. To define the camera behavior, we made a number of design decisions about how we want the player to view the game world and what is the best way for the gameplay.
We did define the behavior of the camera for each location in the game world and for each possible situation in which the avatar find, the camera moves intelligently to follow the action, the biggest disadvantage of this option, is that we've to implement each camera manually. it requires much more work to implement.

The player sees the game world from the side as the camera tracks the avatar.We have follow a combination of types of cameras. The camera normally follows the avatar at a fixed distance as she runs around in the world but sometimes the camera should do a zoom, so the player can see some way beyond the avatar into the distance


Please check it out in the bellow gif;




Please send us your feedback, thank you!
« Last Edit: March 27, 2015, 09:41:37 AM by yanimstudio » Logged

jay43k
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« Reply #92 on: March 26, 2015, 09:24:04 AM »

I like the camera stuff!

Are you using a timeline curve to do it?
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yanimstudio
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« Reply #93 on: March 28, 2015, 01:36:58 AM »

#screenshotsaturday New Special visual effects in automatic checkpoint saving,using Unreal Engine4 #indiegamedev #unrealdev #gamedev




Further information at: www.redgoddessgame.com Thanks!
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yanimstudio
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« Reply #94 on: March 28, 2015, 01:39:07 AM »

I like the camera stuff!

Are you using a timeline curve to do it?

Thanks for your feedback, We use a linear interpolation. Wink
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yanimstudio
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« Reply #95 on: April 06, 2015, 07:29:40 AM »

Hello there!

We're tuning and polishing Red Goddess. This means that we're paying attention to detail, getting everything perfect.
We've released a new video to show you this new features, please take a look:






+We've finished the map, now there is a fog and hidden unexplored sectors.
+Player have to collect Memory Crystals to open the Doors.

We look hearing your comments about, thanks!
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yanimstudio
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« Reply #96 on: April 11, 2015, 01:20:11 AM »

Discover Fireball power: destroy obstacles or stun enemies!‪

Three steps:

1.charge the mana bar:


2.slow motion:


3. and then… shoot the fireball!.


You’re comments are welcome, Thanks
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yanimstudio
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« Reply #97 on: April 15, 2015, 01:56:00 AM »

Hello! We've released a new video to show you the fire-ball power.

We've implemented this new power in Divine character, from the very beginning of the game, to do it more dynamic it consist in to shoot a small fireball to destroy obstacles and stun the enemies. Once stunned, Divine will be able to possess them to move and explode their bodies like a bomb, doing a magical explosion with area damage. The player spends mana to use this power. It means:

-->spend two blocks of mana

-->Players recharge mana:  in magic fountains or executing combo moves fighting with enemies as fear or rage persona. .

Take a look please and send us your suggestions. Thanks!





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karlozalb
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« Reply #98 on: April 15, 2015, 02:05:16 AM »

Looks good! The graphic style and the atmosphere are really polished.Looking forward for more updates Smiley
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yanimstudio
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« Reply #99 on: April 23, 2015, 03:51:07 AM »

Hello!

Following your feedback we have revised Divine's design. After tested many options, finally we can show you the Divine's new armor design, please take a look:





This is the final design of Divine, we have done many test with the colors and the background, and finally this colors are the best combination with the background.

We just want to follow the game, the player could upgrade powers and it’s representing with the costumes as well, so the player upgrade powers and also parts of the costumes, finally the costume will be the last one! And this is the reason Divine is clothed like this because the narrative: “to recover memories and powers”, representing also to grow up like a goddess. We try to keep the androgynous style with the hair and  emphasis on the shoulder guards. it’s not a sexy style.
We follow the feeling “Aztec design” now one of the oldest cultures in the world is Sumerian. But Aztec is close in terms of the timeline of earth this is important because it does represent Divine’s youth in relation to her world if she was “born” in a more modern world than yeah she would wear shorts and a hoodie. Her world is reflected similarly to ours so we try with the design fits well with the theme of youth and creation. We hope you understand the feeling that we want to transmit you.

We’re very grateful with your feedback. Any suggest/comments are welcome! Thanks for your support,
« Last Edit: April 23, 2015, 05:16:35 AM by yanimstudio » Logged

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