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TIGSource ForumsCommunityDevLogs[JRPG] Light Fairytale (now working on Episode 2!)
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Author Topic: [JRPG] Light Fairytale (now working on Episode 2!)  (Read 34634 times)
neko.works
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« Reply #80 on: June 05, 2015, 04:37:10 AM »

@Archgame: Good idea about the environments affecting the battles. There was a similar system in Breath of Fire 5, for instance, you could put a bomb in the environment before the battle, then activate it in the battle when close enough.

I will also try the camera transition to battle, though I think this might not work, as the camera can be very far from the characters in some places, so the animation will be too fast or strange. Also, there might be collision problems during the animation (with walls ect.).

@123dan123: Thanks!

@Joh: You really should play FF7 Smiley
About my "humble beginnings", do you refer to this? http://neko.works/upload/340.png, though the game looks even better than this now...
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b∀ kkusa
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« Reply #81 on: June 05, 2015, 04:50:14 AM »

It's so cute to see the evolution between the prototype and early 2015 prototype.
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neko.works
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« Reply #82 on: June 08, 2015, 10:12:43 AM »

@bakkusa: The main difference is that I was doing everything in the prototype, including the characters 3D models and illustrations Cheesy

@Archgame: I've implemented the battle camera transition. There are still a few problems in some situations, but I do like it Wink Here's a quick animation: http://neko.works/upload/379.mp4
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neko.works
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« Reply #83 on: June 17, 2015, 11:30:03 AM »

Hi everyone Smiley

Here's a shot from a new environment I've been working one recently:

(please click to zoom in!)


I've also remade the famous "Windows XP" terrain Cheesy I've replaced the source image, so please check out the beginning of the

to see the difference:

(please click to zoom in!)


This new version is much more resource intensive, still at 4K 60 FPS on my PC though (Nvidia GTX 770).

Actually, I'm thinking in replacing some realtime non interactive cutscenes like this one by videos. Here's a few reasons:
- High quality graphics even on low specs hardware.
- No loading times.
- Fast switch between completely different scenes.
- Perfect audio sync.
- The high quality 1080p60 video takes actually less storage space than the high quality source assets.
- The possibility to go far beyond realtime quality, though I don't think I'll do it.

Of course, I will still use realtime cutscenes in most of the game. So, what do you think guys?

Last, but not least, Square Enix announced the Final Fantasy 7 remake on PS4 Shocked Awesome news, though I doubt it will have turn-based battles and chibi characters Wink
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neko.works
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« Reply #84 on: June 19, 2015, 11:44:46 AM »

I wasn't able to get the native Unity5's 3D stereo mode working in DirectX9, so I've implemented my own basic 3D stereo support!

You can check out a few samples in the following .ZIP file, including FullHD side by side PNGs, and .MPO files for the Nintendo 3DS photo viewer:
http://neko.works/u/stereoscopic_3d_samples.zip

The UI doesn't work yet in 3D stereo, but it should be easy enough to fix.
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archgame
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« Reply #85 on: June 19, 2015, 08:40:33 PM »

Quote
@Archgame: I've implemented the battle camera transition. There are still a few problems in some situations, but I do like it Wink Here's a quick animation: http://neko.works/upload/379.mp4

Just watched the camera transition into battle and it looked awesome!!! Now my mind is spinning with camera possibilities, like for each move in battle you could adjust the camera to best show the move, maybe this is a bit much. Definitely loved seeing the straight transition to battle, it really melds the two pieces of the game together keeping one immersed while tying battles directly to the open-world aspect.

As for the cutscene as a scene or pre-rendered video, we are having a similar debate for our game right now, we are leaning towards video, mostly for an ease of editing and audio timing as you stated. Hadn't thought of the same quality on all machines, that sounds like another plus for video.
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neko.works
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« Reply #86 on: June 23, 2015, 09:39:57 AM »

@Archgame: I'm thinking in making some dynamic camera positions for the battles, and switching between them depending on the action, with smooth transitions.

The video cutscenes sounds like a safe bet, but I will still need to try it first, as I'm not sure about the video implementation in Unity: Multi platform support? Hardware accelerated? Encoding quality / size? ect.

I've been working on the stereo 3D display support since a few days, it is now fully working, including the UI! You can check out a few updated stereo 3D samples in the following .ZIP file (side by side FullHD .JPG files):
http://neko.works/u/stereoscopic_3d_samples.zip
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neko.works
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« Reply #87 on: June 25, 2015, 08:22:01 AM »



Here's a few music samples:
neko.works/upload/390.mp3

A proper OST will be released along with the game.

You can now check out my stereo 3D shots on my Phereo page, easier this way, as you can select the 3D display mode depending on your setup:
phereo.com/558ad09b888428aa23000002
« Last Edit: June 25, 2015, 08:32:52 AM by neko.works » Logged

neko.works
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« Reply #88 on: July 17, 2015, 08:59:46 AM »

@Archgame: I gave up on movie cutscenes in Unity. The image quality is quite bad, and the playback is slow. Support is not that great on Mobile too. So, I will stick with realtime cutscenes for the whole game Wink

I've made a quick world map prototype, what do you think guys? Though this won't be used until a much later episode Smiley

(please click to zoom in!)
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Archendrus
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« Reply #89 on: July 17, 2015, 09:38:45 AM »

That looks beautiful so far!
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Osteel
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« Reply #90 on: July 17, 2015, 09:39:44 AM »

Those mountains look so flowy. Very nice!
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neko.works
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« Reply #91 on: July 27, 2015, 01:48:53 PM »

Thanks guys Wink

Here's the opening movie for Project Light! It's actually 100% realtime. Please check it out:

(please click the image to go on Youtube!)



Any comments? Smiley
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eyeliner
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« Reply #92 on: August 06, 2015, 12:57:43 PM »

Nice throwback to the 90's RPGs. I liked it. And amazing quality.
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« Reply #93 on: August 10, 2015, 01:38:26 AM »

Breathtaking.
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neko.works
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« Reply #94 on: August 14, 2015, 06:00:47 PM »

Thanks guys Smiley

I've uploaded a new video on YouTube with a few music samples. Please check it out:

(please click the image to go on Youtube!)

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archgame
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« Reply #95 on: August 14, 2015, 07:12:47 PM »

I really like the video posting, it'd be great if we could have them directly on tig, hopefully someday.

In the Opening video I really like the birds and though simple, added a lot to the shot over the mountain range, without them it would not have felt inhabited. As for the rest of the video, still totally killing it with the Classic JRPG vibe!

For the music video, the songs go along with the themes really well. Have you implemented them in game yet? One thing I always found distracting in JRPG's is the abrupt change in music. One second I'm kicking it in a peaceful forest and the next moment fighting music is blasting in my ears. I'm sure this trait is endearing to some people so I wouldn't take my opinion as the only one, hopefully others can share their thoughts too.

I'm wondering if there is a way to treat music like the camera; a continuous transition from exploring to battle? I know this will be a lot harder to implement given the greater complexity of music, but some subtle key, rhythm, or instrument changes could continue to help tie all the elements of the game together so the player isn't taken out of a continuous narrative.

Also, we totally decided to do real-time video too. Our process is pretty iterative and it would be a pain to go back and rerecord things constantly. Plus part of me likes to think that it is the more honest way to go about it.
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neko.works
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« Reply #96 on: August 15, 2015, 08:03:59 AM »

Thanks for your feedback!

Currently, the music don't change when battles are triggered. The reason is that the battles occurs directly in the field without loading / scene change, so the dungeon music keeps running. There is a music change for the boss battles though.

I don't know if I will keep it this way in the final game. I'll have to experiment a bit more, for instance fading between the dungeon and battle musics. This would work well if the 2 musics have the same rhythm, but it's not always the case unfortunately.
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Friez
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« Reply #97 on: August 15, 2015, 08:07:23 AM »

Looking great so far!
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« Reply #98 on: August 15, 2015, 09:51:52 AM »

The environment art looks wonderful and works with a unified artistic vision with the character art! Looking forward to seeing more.
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vigaman
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« Reply #99 on: August 15, 2015, 12:07:20 PM »

Haha yep, this has that original FF7 pre-rendered fixed camera environments...classic. I like how this game incorporates a cute, gritty mixture that not a lot of game devs touch on. Haha the game concept is a breath of fresh air despite the contrasting theme it has.  Gentleman

I like what I see so far and I hope you keep developing it at a steady pace. Smiley

Some feedback though. I think it would be nice to keep the pre-rendered fixed camera set up, but adding a feature such as having your party follow you around than just assuming that the party is with you is a nice touch. I think retro games added a feature like that as well.
« Last Edit: August 15, 2015, 12:42:14 PM by vigaman » Logged
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