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TIGSource ForumsCommunityDevLogsLovers in a Dangerous Spacetime - Devlog #11: Timing is Everything
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Author Topic: Lovers in a Dangerous Spacetime - Devlog #11: Timing is Everything  (Read 41757 times)
matthammill
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« Reply #60 on: July 02, 2013, 08:50:55 AM »

It’s been a while since we’ve posted any screens! Here are a couple showing some of the planets you can discover, populated by happy little animal friends who can upgrade your ship unless you destroy them with lasers (accidentally of course).



And here, the planet of the birdfolk has been occupied by evil drill-foot tanks, oh dear! Also yes they all have the ability to walk on gas planets somehow; it’s the future.


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:^)
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wat a hell


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« Reply #61 on: July 02, 2013, 10:12:33 AM »

super cool.
the rainbow is a nice touch.

the bummer is i'm betting this won't play nice with my netbook.
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eigenbom
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« Reply #62 on: July 02, 2013, 01:08:56 PM »

so cool, can't wait for this one
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Whiteclaws
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« Reply #63 on: July 02, 2013, 01:40:25 PM »

I'm completely in love with this game  Kiss

I searched for a devlog of it everywhere !  Waaagh!

You guys are walking on a jewel and I'm glad I found this post today !
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Raiyumi
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« Reply #64 on: July 02, 2013, 01:50:56 PM »

Yepyep! Saw the trailer awhile back and loved it! Didn't know there was a devlog.  Smiley
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Little Nando
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« Reply #65 on: July 02, 2013, 04:00:11 PM »

:DROOLING:
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Chis
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« Reply #66 on: July 02, 2013, 08:14:10 PM »

beautifuuullll!!
I'm so glad I found this devlog again!
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Voltz.Supreme
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« Reply #67 on: July 02, 2013, 11:55:35 PM »

Looks very promising!!!
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karlozalb
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« Reply #68 on: July 03, 2013, 12:57:15 AM »

Nive color palette Smiley the game looks amazing
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Schluppy
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« Reply #69 on: July 03, 2013, 01:16:35 AM »

Looks awesome! I can't wait to see more -- I'll definitely be following.
« Last Edit: July 10, 2013, 09:55:18 AM by Schluppy » Logged

tuckertuck
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« Reply #70 on: October 17, 2013, 02:02:27 PM »

Hello everyone it's been a while since we've posted something so here are some images

You can orbit planets while you are trying to liberate the inhabitants


We've been working on in-ship stuff lately. You will be able to upgrade the weapons systems individually. As well as do a little dance when you pass your partner (you get 1 point every time).







So much pink...
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eigenbom
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« Reply #71 on: October 17, 2013, 02:51:41 PM »

So beautiful dude. Smiley
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Panurge
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« Reply #72 on: October 17, 2013, 10:36:06 PM »

I want to take this game out to a fancy restaurant and propose to it.
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beeglebug
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« Reply #73 on: October 18, 2013, 12:18:30 AM »

Wow, this looks so amazing. I'm not sure i'd ever be brave enough to go with a palette like that, but it totally works. It's also really tempting me to try unity, the procedural animation stuff looks super cool.
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Whiteclaws
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« Reply #74 on: October 18, 2013, 08:31:12 AM »

Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss  BIUTIFULKiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss  
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karlozalb
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« Reply #75 on: October 21, 2013, 12:40:33 PM »

Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss  BIUTIFULKiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss Kiss  

haha totally agree!!!
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Reilly
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« Reply #76 on: October 21, 2013, 01:32:31 PM »

Been following this game since the first trailer came out, glad you have a devlog here. Following!

I've been making sprites/assets in illustrator, was wondering if you guys are doing the same thing?
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matthammill
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« Reply #77 on: October 21, 2013, 01:44:52 PM »

Thanks all!

@Reilly: We started out doing sprite-based characters in After Effects (using vector masks) and then we'd export sprite sheets. But later we switched to doing them with 3D rigged characters made mostly of planes (using Maya), made to look 2D. We did this mainly to make it easy to swap skins on our main characters without having to export new spritesheets for everybody.
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Reilly
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« Reply #78 on: October 21, 2013, 01:56:55 PM »

Thanks, I can't wait to try out a 2D game in unity.
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matthammill
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« Reply #79 on: January 23, 2014, 09:27:36 AM »

DevLog #5: Making Friends

I recently had a chance to assemble this screen-cap footage from earlier last year showing our modeling/rigging/animation process for Lovers:



As mentioned in more detail in a previous post, it’s a 2D game, but we’re creating the assets as 3D geometry, using flat planes with transparent textures. This might seem like a lot of trouble for one tiny little bunny friend, but the 3D approach lets us re-use the rig for all the humanoids in the game, including the player characters, just by swapping textures. It’s handy.

Software: Photoshop, Maya, Unity.
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