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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

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41  Community / DevLogs / Re: A Place for the Unwilling- [A living city where Majora's Mask meets Sunless Sea] on: February 01, 2016, 09:06:52 AM
This is something special. That atmosphere is second to none!
42  Community / DevLogs / Re: MANDAGON on: February 01, 2016, 08:55:30 AM
I really like the art style, thanks for giving some background on it. It's a bit odd to see those rapidly-changing pixels on the sides of the water wheel though, are those intentional?
Also, why is that bell spinning so fast?

Yes, not really intentional. Combination of choppy gif and choppy shader. Was trying out something that wouldn't have gradients to sit with the pixel art. I've been looking at it a little more, playing about with how it's shaded, it's softer now but I think it still looks ok next to the pixel stuff . . . What do you ya'll think? I'm much happier with the updated wheel (also ignore the weird artifacts in the new gif... just gif failing)

>--UPDATED--<



_____________________________________________________________________________________________

>--ORIGINAL--<

43  Community / DevLogs / Re: Featherpunk Prime [Sci-fi Action-platformer] on: January 29, 2016, 11:49:11 AM
This looks super unique! That main character is RAD!!
44  Community / DevLogs / Re: MANDAGON on: January 29, 2016, 11:12:43 AM
Cheers muchly for the kind words, helps keep me motivated!

Thought I'd talk briefly about some of the animation in Mandagon (partly because I spent waaaaay longer than I should have on some assets and felt the need to give them some air time!)

Alright so you've got the water prayer wheel - The water wheel itself is modeled in 3D, then animated within unity.

For the little splashes a collection of particle effects were added that rotate in unison with the wheel. And of course the running water and the prayer wheel are your standard sprite sheet animation.




The whole thing was almost a full days work, mostly trial and error to figure out the best way to get what I wanted! The flags are also 3D planes that use unity's built in cloth and wind effects. Yep, you guessed it, I'm resorting to 3D modeling and physics for aspects that are way beyond my current animation ability!

Another fun thing is unity's hinge physics - Put to work here on these happy little lanterns!



And lastly you'll see the usual sprite animation scattered about the map.



_____________________________________________________

I just remembered why I had a feeling THAT your game (and mainly the character) was reminding me of something.  There's a Flash game: "Gilmo: The Inner Self" that has a similar "stone block" type main characer.


Love the physics on that little guy in Gilmo!



 
45  Community / DevLogs / Re: MANDAGON on: January 29, 2016, 02:28:08 AM
Cheers for the comments and alike!

Here's a little screen crop for ya while I work on more room interiors

46  Community / DevLogs / Re: MANDAGON on: January 28, 2016, 02:27:29 PM
Ah this looks interesting. Looks like a mix of Okhlos and Heavier Than Air (both devlogs here), with some hints of Sword and Sorcery.

I'll keep my eye on this Smiley

Aahhh Heavier Than Air looks gorgeous!! And yep, Sword and Sorcery is a definite (and very obvious) influence on the look, this is my first attempt at pixel art so I've not really found my identity yet, it's very much an amalgamated style! Prior to this my main trade was pen n ink illustration (can be seen here if you're curious) 
47  Community / DevLogs / Re: MANDAGON on: January 28, 2016, 11:45:19 AM
Love all the details in that non-zoomed pixel art, looks fantastic, keep it up!

Cheers Naezith. Was just checking out Remnants of Naezith earlier on today. Looks incredible, the attention to detail on your animations is bonkers! Looking forward to getting my hands on it!!
48  Community / DevLogs / Re: MANDAGON on: January 28, 2016, 11:31:40 AM

At first sight, the game Journey came to mind - which isn't surprising as both have similar inspirations. . .

. . . The only thing that seems odd is the main character.  I'm not referring to the shape or style but mainly the visual aspect.  It doesn't seem to stand out from the background . . .

. . .Please also post updates here (or at least when the game is finished).  Smiley


Ah cheers very much, Journey and other games like it are always sort of in my subconscious. There's something special about that combination considered visuals, exploration and ancient mysteries, you know?

Funny you should mention the main character. He started out as a placeholder but I sort of grew attached and ended up animating the little fella. Plus playing as a stone totem works thematically. However there is a chance that he may end up being refreshed or completely replaced last minute, who knows! I may drop alternate designs here for wider consideration!

And yep, no worries, I'll be posting updates here and I'm sure we'll share download links when all is done and dusted.
   
49  Community / DevLogs / Re: Solipsist on: January 28, 2016, 07:40:01 AM
This looks wonderfully surreal! Can't wait to see more Smiley
50  Community / DevLogs / MANDAGON || (sequel currently in production) on: January 28, 2016, 07:28:50 AM



Mandagon is available now for free on Steam!.


_______________________________________________________________________

Explore Mandagon, a world inspired by Tibetan theology and philosophy.

With a focus on life and death, discover what it means to make a true sacrifice.


Traverse a vivid interpretation of Bardo, the Tibetan word for limbo.

Learn what experiences brought you there and what forces pull you through . . .












A sequel, titled Mandagon: Bones of Clay is currently in production.

You can view the dev log here



51  Community / DevLogs / Re: The Cairn - A dark, woodcut adventure. on: November 20, 2015, 12:34:34 AM
My background is in fine art printmaking (only made the move to game development just over a year ago)  So I'm loving the woodcut inspired art style! Keen to see how this turns out.
52  Community / DevLogs / Re: The Deep Dark on: November 20, 2015, 12:13:35 AM
Loving the vibe of this game! Big fan of anything minimal, takes a lot of skill to do so much with so little.
53  Community / DevLogs / Re: { adam } on: October 28, 2015, 08:32:00 AM
There's a bunch of different techniques that I employ while working on the level design for adam. I figured I'd take one of them and sort of break it down into an almost tutorial, because why not...


Step one is to have a surprising amount of alcohol bottles knocking about at various different levels of completion. Take those tasty treats and line them all up.


Step two is to get rid of the background. As we all know there's a few ways to achieve this in Photoshop, layer masks an alike. Arm your preferred method and get cropping!


Step three is the interesting bit. Since adam is viewed from a top-down/isometric perspective we're gunna need to push this photo around so its up and down angles are all straight as can be. Free transform and warp are your friends for this stage.


Step four
is finishing up. Once you've got he bottles angled right we're gunna make it all black an white as well as boosting the contrast and levels to balance out the image.


Step five is our final. We'll bring the image into our main Photoshop canvas. This is where I build the level as a whole. All my little components come together here.

So in this close up of the kitchen you can see our bottle. All I've done is apply some extra tweaks to the contrast and levels to help tie it into the environment as well as add a key line and a drop shadow to keep things consistent with the very slight hand drawn look.

The last port of call it to make sure its small enough so none of the logos are visible in the hope to avoid copy-write stuff . . .


So that's pretty much one way to get stuff into the game. I'll be exposing the other techniques I use as I progress.






54  Community / DevLogs / Re: GREY NIGHT on: October 20, 2015, 08:15:13 AM
Really great to see the experimentation that has gone into this game's art style. Still can't decide if I prefer the 2D or 3D. Don't get me wrong, both look rad and the animation is seriously on point!

The cell shading reminds me a little of Playdead's current title INSIDE
55  Community / DevLogs / Re: { adam } on: October 20, 2015, 06:51:08 AM
This is some seriously interesting artwork. I love it! I certainly hope the story doesn't take a Silent Hill 2 route  Screamy I really love the feel of it though, especially paired with the mystery of the narrative. You've definitely got something special going on here  Smiley

Cheers Spencer, I hope the story doesn't disappoint! I plan to tell a story that someone on your own street could be going through, or even someone in your own family who you may have lost touch with. Truth is stranger than fiction after all!

Oooh, dark and grim. Emphasis on emotional trouble, isolationism and sadness...
My cup of tea.  Coffee
Super stoked to hear the audio side of this!

Does the game take place entirely in the home? Also, based on your previous comments, the artwork is a combination of photography and 2-d graphics? If that's correct, it really adds a nice realistic touch. Almost... eh, I want to say surreal, but in a way, it could kind of play into the reality of the world he lives in, and the fantasies of the life he had/would like to have.

TOTALLY reading  waay too far into this, but it seems really neat. I like games that have the potential to challenge your perceptions and ideas on life.

Ha, cheers! Very much my cut of tea as well, you've gotta write what you know I guess!

The game dose take place solely from Adam's home but that's not to say we will always be in Adam's house Wink
By all means feel free to read as far into things as you can, I've agonized over every pixel in the game, everything is heavily considered. But yeah, exactly, surrealism only works if there is solid 'real' to abstract in the first place!

A post about Adam's audio will follow shortly as well Smiley 
56  Community / DevLogs / Re: { adam } on: October 15, 2015, 04:00:45 AM
You guys have such an extraordinary game perspective and art style (i've seen Biolith before). Keep up the good work!  Gentleman
Ah, well done for stumbling onto Biolith! And Cheers very much Grin Dimensions really dose look stunning as well!! You planning on getting a demo out soon?



Oooh, I like the heavily textured look of the black and white graphics. I'm a huge fan of ink-based art, and I think the intricate details of the zoomed out shot of the first floor look great.

Do you think there's a visual mismatch between the photo-realistic, 3d-rendered assets and the scratchy ink type-look used for the character? I'm not saying that's necessarily 'bad', a mismatch may be entirely intentional, but it's a hard line to walk, for visual cohesion.

What's the story of the game?

Cheers for the kind words! And yep, the mismatch is very much intentional. As the game progresses you begin to see more and more of the environment through Adam's perspective. The plan is to separate the real from delusion by using 3D and hand drawn elements respectively. Hence why Adam is all inky from the get go. But right you are, it is a hard line to walk! I'm currently redrawing Adam's walk cycle from scratch so his movements are more natural and represent his current physical and mental state.


{still a work in progress}

Once more of the subtle hand drawn elements are in place this should bridge the gap, blur things together, . Overall I'm trying to maintain a consistent vibe while using the contrasting visual styles to highlight the differences. Something like that, hopefully it'll work!

Uncovering Adam's backstory is the main focus of the game play so I'll have to keep it vague. It's basically discovering why Adam is alone, how Adam's actions caused him to be left in this way and how hes dealing with them. It'll be covering the importance of family and how easy it is for those connections to be lost, as well as what love means in relation to a long term marriage. Lots of fun stuff!





{ the first floor of Adam’s house }

Strong Edwin Gorey vibe here.

Very cool.

Hand Thumbs Up Left
Ha, yep Wink My background is in illustration (have a peek here). It was an idea to write a Children's book with interactive accompaniments that led me down the road to game development!
           
57  Community / DevLogs / Re: - DIMENSIONS - A Story About Travel Between Worlds on: October 15, 2015, 02:01:33 AM
This looks gorgeous! Can't wait to see more!
58  Community / DevLogs / { adam } on: October 15, 2015, 01:55:55 AM




A little update

Adam began life back in 2015 as a little 2D narrative/exploration game. Right now we're in the beginnings of taking this concept and fleshing it out into a full game.

Building upon the tone, aesthetic and narrative themes brought about in the initial prototype. However we're moving over to 3D to take advantage of things real-time lighting and more dynamic environments.

Below you can read about the initial development of the prototype and more about adam in it's current state as we progress.



{ adam } is our second full game as a studio. We’re very early into developing it, but we’ve been able to put together a short demo for game expos and alike. We’ve been getting a bunch of rad feedback, which has been incredible! We’ve also had a lot of inquires about Adam’s art style so I figured I’d take the time to break it down a little bit here!



{ the first floor of Adam’s house }

We kept { adam } black and white for one main reason. Working in black and white means tone, shape and lighting are your key tools for building the world. It also most definitely lends itself to Adam’s overtly bleak tone as well! (Although we’ll be bringing in small amounts of colour to punctuate aspects of the narrative)

The top-down/Isomeric view was a very early design choice. We figured working in this view would be fun challenge in terms of creating a strong and lasting atmosphere within the constraints of a top-down view. Plus the clean geometric layout of the rooms contrasted with thedirty grunge of everything else is a fun little mix and match!



{ Asset from Adam’s ground floor }

We’re playing up to our talents by working mostly in 2D. But it’s been exiting working 3D modeling and photography into Adam’s 2D hand drawn elements. By building aspects of the game in 3D it allows us real freedom with whats possible, especially when composing images for Adam to take a closer look at



{ Close up view of the record player. Displayed when Adam interacts with the table }

We’re rendering layouts and outputting images from blender, then in Photoshop we can process images and bring in extra elements and style out the lighting as well as export things into flash, then output em again as sprites and pngs for us to use in unity. Lots of fun mixed media going on!


We’re knee deep into the writing process for { adam } right now as well working on music and audio, and we’ll soon be exploring the steam green-light process. But we’re looking forward to keeping ya’ll up to date on Adam’s progress as and when we have fun stuff to show!


You can read a little more about { adam } and check out some game play footage here




 
October 20, 2015

Richard Jackson has been doing some stellar work
on the music and sound design for { adam }.
We asked him to share some of the secrets behind his technique and what goes into his thought process . . .



{ adam } is my first venture into the video game music genre, and what a game to start with! With the initial spec of “minimal lonely haunting piano themes” to go off, it’s grown into a real study of false stability and repetition - plus the game’s black and white artwork implied a perfect opportunity to stick with the black and white keys of my weapon of choice!


To go about this, I made a musical scale that is ‘roughly’ major, but never quite fits perfectly - a knight’s move away from diatonic harmony. It’s built up of groupings of 5 notes of a whole-tone scale, then the next grouping starting a semitone up from the last (which strictly means that both transpositions of a whole tone scale are used within the same octave). Since this is shifted on the way up compared to the way down, this means that, with one exception (‘A’), no note is played in both directions, giving an even more shadowy sense of ‘almost-but-not-quite’ tonality. To compliment the ‘complexity’ of this, the music then just floats up and down this scale, which gives an almost ‘nursery-rhyme-like’ feel to the idea:


To underpin this constant melody, it felt natural to have chords underneath, so I found some notes that maintained that same sense of pseudo-familiarity - typically, when there’s a ‘logical’ method to making one side of the music, I like to go with an ‘intuitive’ side to fill in the other, so that both the logic and the instinct work hand-in-hand. Here’s the first section of the menu music:


GROUND FLOOR 01


As can be heard in the

, the music is still focused around solo piano, now with some more sfx coming into play. While there are some organic ‘house’ sounds (creaking floorboards, the hum of lights…) a few of the sounds are also built from the ‘inside’ of a piano, which is definitely going to start taking more prominence as the game continues. Again, as a first experience into game audio (and ‘accurate’ sound design in general) it’s been fascinating learning about how the real sound of something (say, a punch) doesn’t sound real enough (which I guess goes into ideas such as hyperreality) but you can warp a piano to sound like a door closing - of course, which ones are and aren’t made from a piano you’ll just have to work out!

As this was the first piece of music after the menu loop, with it’s rigid melodic structure, I wanted the very first note to be one that wouldn’t fit into that world - so, as the top note of the menu was an F#, it felt only right to start this on a G, which feels like a subtle end to the cycle. It’s little things that might not be noticed by anyone else but they keep me happy!

In general the main melodic material is loosely based around the two inversions of a whole tone scales being separated by an octave, and jumping around the available notes, almost like a tonal game of hopscotch. The overall structure is much more relaxed, much more improvised, just with a few key signposts in mind. Another element that I wanted to play around with is the idea that as you’re in a game, you’re expecting the audio to loop, so by repeating sections and then moving off into different directions (like a warped rondo) to again lend to the sense of distorted stability that’s being created by the game right from the get go.

You can check out the music in its entirety in the gameplay demo here



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