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Eclipse
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« on: February 13, 2011, 04:47:21 PM »

Hi guys! As anticipated on this thread I'm opening the devlog here Smiley

We’re Moonloop, a small indie software house made by two guys with big dreams and a lot of passion. We’re both freelancers, sometimes working on several projects at the same time, living out mobile and flash development, and Dungeoncraft is our real first big in-house project.

The game is currently in development for PC, targeting Windows, OS X and Linux platforms.

Dungeoncraft is a simulation and strategy game that take inspiration by classics like Populous, The Settlers, Dungeon Keeper and Dwarf Fortress.

The player needs to take care and manage a whole settlement in a procedurally generated world while adventuring in other dungeons and fortresses.

Each inhabitant in the colony will feature RPG-like statistics and will have a limited ability to carry objects and tools with a sort of mini-inventory system.

Resource gathering and survival are key elements in the gameplay: resources will allow the settlers to craft tools and weapons to grow stronger and survive. Expanding and building the dungeon will also unlock more knowledge and possibilities.

The secondary but not less important gameplay element is exploration. The player will be able to form parties and guide the best warriors in the colony in dangerous quests in other players dungeons or inside coves of enemy mobs.

The game will feature both competitive and cooperative multiplayer features tightly integrated with the single player mode.

Stay tuned and follow us on http://www.dungeoncraftgame.com !

Devlog entries:

- The Idea Behind Dungeoncraft
- How to bring a puppet to life (without satanic rites)

« Last Edit: February 19, 2011, 06:25:28 AM by Eclipse » Logged

<Powergloved_Andy> I once fapped to Dora the Explorer
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« Reply #1 on: February 13, 2011, 05:07:20 PM »

classics like [..] Dwarf Fortress.

Can you really call something a 'classic' if it's in alpha and still in development?

~ Sounds cool, though I, uh, don't know a lot about it.
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eclectocrat
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« Reply #2 on: February 13, 2011, 05:16:23 PM »

When it comes to DF, I think we can.

Some things are just special.
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I make Mysterious Castle, a Tactics-Roguelike
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« Reply #3 on: February 13, 2011, 05:21:54 PM »

Very well beyond awesome, making dungeons to defend against other players is a neat idea... if that's the idea at all  Smiley

Can't wait to see some screenshots!
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« Reply #4 on: February 13, 2011, 09:07:58 PM »

This looks really neat, especially since you switched over to 3D.
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JobLeonard
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« Reply #5 on: February 14, 2011, 12:12:44 AM »

Looking really good!
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Eclipse
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« Reply #6 on: February 14, 2011, 01:51:14 AM »

classics like [..] Dwarf Fortress.

Can you really call something a 'classic' if it's in alpha and still in development?

~ Sounds cool, though I, uh, don't know a lot about it.

Thanks for the kind words tiggers Smiley
the original sentence was classics like populous [...] and also Dwarf Fortress.
Anyway DF is already a sort of indie cult-classic Wink

I know we're showing very little about the game at the moment, but it's only because we're trying a lot of possibilities and there's just nothing THAT interesting at the moment to be seen, but it's shaping up nicely and we'll post screenshots and a wagon of other info soon! Thanks again guys!
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« Reply #7 on: February 14, 2011, 12:45:44 PM »

I like wagons, especially if they're filled with art from this game.  Well, hello there!
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« Reply #8 on: February 14, 2011, 01:13:52 PM »

Love the art style, waiting for more :D
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« Reply #9 on: February 19, 2011, 06:23:09 AM »

How to bring a puppet to life (without satanic rites)

NOTE: original article for twitting purposes is here: http://www.dungeoncraftgame.com/blog/?p=39
This is a longer and much more detailed version of a post I did on the old thread here on TIG


With this first of a series (I hope) of “techie-talk” posts, I’ll introduce you one of the most ancient digital necromancies: bringing an animated sprite to life.
In this article I’ll use vector art, meaning that I’ll do my final 2d character using geometric shapes, but you can apply these concepts to any kind of sprite, from freehand-drawn to pixel art ones.
The animation that I’ll cover here is called run cycle or walk cycle in lingo, that depends if it represent a character sprinting or just walking.
Usually, in videogames, when you have a single animation for a character’s movement you try to do a sort of “fast paced walking”, something that doesn’t give the impression of someone constantly sprinting even when moving just few steps but at the same time something that’s also fast enough not to result in a sloppy and boring gameplay.

The walking animation pace in fact deeply influences gameplay: you really don’t want a character that slides around the screen so the animation pace is directly connected to the effective speed your character will move in the game. The programming-related saying fail early, fail often applies in this field too, don’t settle with the first thing you did just because you spent a lot of time making it. If you’re not an expert there’s a good chance your first tries will suck.

Now it’s time to introduce Bob, a dummy sprite I was using to make all the basic animations in the game before we switched to 3D (this is another story, I’ll cover it soon, promise!).

A good way to “fail early” is to make rough and fast animation sketches instead of directly animating the game sprite. This will permit you to find weak spots and wrong poses in your animation even before making a single definitive sprite and adjust it before spending precious time in something that then you’ll have to scrap.

My favorite piece of software for this kind of job is an old thing called Jasc Paint Shop Pro 9 (trial version here), but you can use whatever you want, from Photoshop to Flash.
If you decide to try Paint Shop Pro 9 be aware that’s now owned by Corel and the newer versions (X, X2 and so on) are totally different beasts with different purposes. You can still grab a copy of Jasc PSP9 cheaply on eBay, it should also include Animation Shop, a nice GIF animation editor, useful to test your spritesheets (Photoshop instead has this feature built-in).

We’ll make Bob run sideways, in a classic platform game style. To do so, we need to redraw him from the side, like it’s usually done in games like Super Mario Bros.

Drawing a character completely from a side usually don’t give good looking results, so we need to do some little perspective fixes to make him appear from a side but at the same time having him looking at the player:

The fact that both eyes are visible is particularly important in cartoonish characters, also having the front torso showing permits to add details to the clothes that would be hard to represent in other ways.

After making this first rough sketch and happy of our result we can start to draw the frames of a whole walk cycle.

A walk or run animation is one of the easiest to make for who has a bit of experience over his shoulders thanks to the fact that a lot of studies were made about it, from Eadweard Muybridge work to today animation books.

At the same time this topic is also one of the hardest to get right if you’re just beginning or you still don’t know its basic concepts because in such actions every limb is in motion and in interaction with each other to preserve the equilibrium of the body.

In this case a glorious book called The Animator’s Survival Kit by Richard Williams comes to rescue us:


As you can see a walk cycle can be stripped down to four fundamental phases per leg: contact, down (or recoil), passing, and up (or high point).

The whole animation will consist of two of each poses, one for leg.

Still talking about legs, the movement we want to represent is the following one: one leg does contact with the ground, then slides back (in reality it stands still and it’s the rest that moves forward but we’re animating in place), contemporarily the other one goes up and forward, ready to make contact itself.

On the higher part of the body we have instead the exact opposite movement. The arm that advances is the one on the side of the leg that goes back.

Drawing all the frames one next to the other we’ll have something similar:


Once we do so it’s important to draw a grid to contain the frames in a more ordinated way, this will allow us to make an usable spritesheet easily and to align correctly each frame respect the others. A misaligned frame, even only by a single pixel, can really ruin your final animation as it will make your character flick a bit at each step of his walk cycle.


It’s good practice to draw a cross over the character’s head to facilitate the sprite positioning inside the box, then the whole set needs to be animated and checked. I usually play it at a slow paced speed to check better eventually misaligned frames.

For this job I use Animation Shop, an utility bundled with PSP9. Adobe Photoshop instead has a built-in animation function that cycles between layers, without the need for external programs.


After finishing this fancy looking sketch, correcting wrong poses or frames, we can start to draw the actual character over it.

If you’re particularly skilled you can skip the whole sketch part, but remind that a single error during the later phases will make you waste much more time. This rough sketch purpose is in fact to show in the shortest time possible eventual errors in the animation design or in the single poses.

To draw Bob I used vector shapes, it’s a very useful method because the shapes are deformable just moving the vertices around and so it’s a good way to animate rapidly.


I set the sketchy frames on half-opacity, then I start to copy and adapt my vector drawing to recreate the whole animation sequence:


Lastly I align the drawings to the previous grid to fix eventually misaligned frames, the resulting animation is this one:


Not bad for just 8 frames of animation!

If you liked this techie-talk and want more articles like this one, let me know here or in the comments section on the main blog! And stay tuned for news on DungeonCraft development!
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« Reply #10 on: February 21, 2011, 01:21:37 AM »

Very nice!  Hand Thumbs Up Left Smiley

Quote
A walk or run animation is one of the easiest to make for who has a bit of experience over his shoulders thanks to the fact that a lot of studies were made about it, from Eadweard Muybridge work to today animation books.

At the same time this topic is also one of the hardest to get right if you’re just beginning or you still don’t know its basic concepts because in such actions every limb is in motion and in interaction with each other to preserve the equilibrium of the body.

In this case a glorious book called The Animator’s Survival Kit by Richard Williams comes to rescue us
Hey, ever heard of "Advanced Animation by Preston Blair"? You might like it. I think there might be some not-quite-legal scans of them online... somewhere... but I wouldn't know anything about that Noir.


I'll post the parts about walking, see if it's too your liking:







(click for high-res)
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Eclipse
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« Reply #11 on: February 21, 2011, 01:24:08 AM »

haha it's awesome thank you! :D
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<Powergloved_Andy> I once fapped to Dora the Explorer
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« Reply #12 on: February 21, 2011, 08:32:47 AM »

I have 2 copies of the Preson Blair book! :D Nice work, this should help others immensely. Gentleman
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JobLeonard
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« Reply #13 on: February 21, 2011, 11:14:17 AM »

You mean it hasn't been posted here before? Is there an art-advice thread I should crosspost these links to?
« Last Edit: February 21, 2011, 11:30:59 AM by JobLeonard » Logged
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« Reply #14 on: February 21, 2011, 06:31:02 PM »

I gotta say... I prefer this:



to this:



By changing the outline to these solid objects, you took away a lot of the organic feeling of the character and now he's almost robotic. Because the arms and such don't actually bend or anything, it's just stiff.
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« Reply #15 on: February 22, 2011, 03:22:48 AM »

That's pretty much the "squash and stretch" concept from animation summed up. Maybe it's really hard to do in polygons? Shrug
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« Reply #16 on: February 22, 2011, 06:55:14 PM »

Well it's a bit of squash and stretch and also I feel like it's just that each line is kind of redrawn in the outline, but just stiff shapes in the final animation. If the shapes actually morphed around a bit it would be more organic. Having the shapes just rotate/reposition for the most part just makes it feel very stiff and like everything is just cut out shapes that are pinned together.

But I guess this doesn't matter as he's doing the characters in 3D now. There's room to give them some organic movement in 3D though, so I hope it's not just bare bones rotations and such.
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