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TIGSource ForumsCommunityDevLogsEthios: Valiant Plume Saga - A 3d Zelda-Like With a Party of Heroes
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Author Topic: Ethios: Valiant Plume Saga - A 3d Zelda-Like With a Party of Heroes  (Read 99443 times)
McMutton
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« Reply #120 on: September 25, 2012, 03:31:19 PM »

The curly blond-haired guy is kind of offputting in some way, I wouldn't be surprised to see him turn on the hero at some point and reveal he's been a villain all along.  It may be something about the straight line over his eyes and his smirk.

Everyone else looks really young and he has much more adult (smaller) eyes than the rest, that may account for it.

Yeah, I see what you mean. Perhaps his features are too defined?



It's actually kind of funny that he ended up looking a bit villainous, considering he's the super-idealistic hero type.
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Lynx
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« Reply #121 on: September 26, 2012, 02:01:26 PM »

Blue lines are odd.

Try halving the height of the eyebrows and pulling the hair back a bit.  Expose more of the eyes, creating a more youthful and wide-eyed (hence innocent) appearance.

Try shrinking the mouth down a bit.  Maybe change the beard so instead of jutting forward (the classic sunken villain/crone chin), it juts downward, accentuating the typical 'cleft chin'.

Just my two cents though!
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eyeliner
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« Reply #122 on: September 28, 2012, 02:05:14 AM »

Beard is... weird. Seems odd, given the hair.  try to make it a bit thinner, please.
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« Reply #123 on: September 28, 2012, 02:29:11 AM »

The eyes make him villainous I guess.
And I love his blocky beard and hair XD
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McMutton
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« Reply #124 on: September 28, 2012, 06:15:45 PM »

How's this?


Moving his hair up makes his eyes seem bigger, apparently.

Suddenly, gameplay!


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Lynx
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« Reply #125 on: October 02, 2012, 04:35:31 PM »

I think it reads better now!  Less squinty-eyes, more determined looking.
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« Reply #126 on: October 02, 2012, 06:49:51 PM »

Looking at the gameplay, it looks good, but you really need to fix the animations, right now they lack weight and speed, everything feels like the same speed. Also, are you using forward rendering right now?
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McMutton
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« Reply #127 on: October 03, 2012, 09:23:14 AM »

I'm not quite sure what you mean about the animations; can you give some examples?

Aye, forward rendering. You can only use deferred with Unity Pro.


Also:
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zede05
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« Reply #128 on: October 06, 2012, 09:58:08 AM »

It might be better to ask a seasoned animator around here for some advise. But from what I see, your animations lack slow in and slow out, as well as getting ready.

Doesn't forward rendering allow shadows as well? Or are the shadow circles a style choice?
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McMutton
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« Reply #129 on: October 07, 2012, 09:32:18 AM »

It may be because I don't have any transition animations yet; They're a bit difficult to figure out.

Aye, forward rendering allows for shadows, but the free version of Unity doesn't. One day, though. One day.
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« Reply #130 on: October 08, 2012, 03:34:32 AM »

The straight interpolation caused by missing transitions are part of it, but some of the animations could use more weight as well. More up & down in the walk, more twist in the hips, follow through etc...
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Chris Pavia
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« Reply #131 on: October 08, 2012, 09:00:36 AM »

How far along is the game overall?
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McMutton
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« Reply #132 on: October 10, 2012, 12:45:21 PM »

Well, I've gotten the gameplay about twenty to thirty percent done, and a fraction of an area, so maybe... 0.5%
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McMutton
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« Reply #133 on: October 11, 2012, 03:03:00 PM »

Hey look, fauna:
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SolarLune
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« Reply #134 on: October 11, 2012, 03:58:24 PM »

Cool creatures - the bottom-right one looks somewhat like a Pokemon, hah. I think the top-left ram's neck is too long, though. Anyway, they've all got style and look consistent. Nice.

So do you sketch out all of your creatures before modeling them (I'd assume so)? Do you do the traditional 'side' and 'front' views, or do you just go off of a general, posed drawling like the ones you've got?
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McMutton
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« Reply #135 on: October 15, 2012, 01:52:41 PM »

Yeah, I can see it being a Pokemon. The ram's neck is quite a bit thicker, but I guess the fur makes it a bit hard to tell.

For the concepts, I usually do a single 3/4ths view and work off of that; I'm far too lazy to do a front and side.

Also:
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McMutton
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« Reply #136 on: October 17, 2012, 05:18:12 PM »



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SolarLune
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« Reply #137 on: October 17, 2012, 06:15:20 PM »

Nice bridge. Really cool art in general. Do the windmills rotate?
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McMutton
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« Reply #138 on: October 19, 2012, 07:06:07 PM »

Thank'eh, friend. Aye, all of the windmills rotate, and the little flags and lanterns wave in the wind.

What's your opinion on these roads?

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Chris Pavia
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« Reply #139 on: October 19, 2012, 09:01:46 PM »

About the roads:
-I have no idea what material they are supposed to be made out of.
-The high contrast is a bit jarring, and in the bottom screen the character kind of gets lost within the pattern.

Apart from that I like how lush the environments look.
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