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TIGSource ForumsCommunityDevLogsClive 'N' Wrench - 3D Action Platformer
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« Reply #140 on: November 20, 2017, 01:03:48 PM »

Apparently I missed the finished cutscene! It's really nice, but it kinda sounds like farting noises when the sheep hits the pole and right before Annie jumps off the train and onto the horse, which I feel is a little below the level of this gameā€¦ Tongue I'm guessing that's not actually what they were meant to be, but might want to consider changing them anyways because that's all I can hear. Sad
When I first watched the trailer, my sound volume was low so didn't notice it.  But after re-watching it, I agree that those sound like fart sounds.  The first one definitely does.  The second one sounds like a tuba(?) but given the previous "fart sound", I guess I was primed and perceived it as fart rather than a musical instrument.

Regarding the sheep "dying": I also wondered but assumed that given the theme of the game, the sheep wouldn't actually die.  If the sheep remained in a sitting position and didn't roll backwards then it might be more obvious that it's "alive".
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« Reply #141 on: November 28, 2017, 12:08:30 AM »

Huh, weird... thankfully they're all triggered by animation frame functions, so can be swapped out pretty easily if needed!

I've been working away to launch Clive 'N' Wrench's Patreon page, Discord server, and the accompanying trailer. It's all finally done, and I can get back to work proper!





https://www.patreon.com/CliveNWrench

https://discord.gg/caSuZrX
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« Reply #142 on: December 04, 2017, 02:52:05 PM »

With the added sound design and the already-incredible action animations...

...that trailer is great!!!
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« Reply #143 on: January 03, 2018, 12:22:49 AM »

Thank you very much, I'm glad you think so!

Whoops, again I have neglected this thread... apologies! During my absence I have been hard at work however! I finished a large chunk of Iceceratops, complete with big traversable dino skeleton!



I've also been plugging away on The Great Wen, finally finishing the main square and getting plenty done on several offshoot areas such as Maudlin Molloy's pub and Daucus' factory!





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« Reply #144 on: January 22, 2018, 12:12:28 AM »

Apologies for the near radio silence for the last couple of weeks, it was all for good reason though! Finally, after much resistance and many headaches Clive 'N' Wrench is finally up and running on the latest version of the Unity engine. This has allowed for many big improvements including a sizeable performance boost, anti aliasing, ambient occlusion, depth of field and more! Not to mention that should we ever be in the position to make the much requested jump to certain console platforms, our engine now supports it!



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« Reply #145 on: January 27, 2018, 05:46:07 AM »

The streets of The Great Wen are a dangerous place.... especially when Dr Daucus' Imps have stolen a carriage!

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« Reply #146 on: January 29, 2018, 01:44:30 AM »

Just a small update, the carriage is now a working hazard in-game!

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« Reply #147 on: February 20, 2018, 02:50:34 AM »

The last couple of weeks have been spent on a number of exciting things! CnW had it's first proper Alpha Test (for Patreon backers). The feedback has been fantastic, and people seem to be really liking it too; I'm much more confident that things are moving in the right direction now!

Beside that I've also been revisiting and polishing up Ancient Greece Trap:



And finally got round to sorting out CnW's hub world, Space Between Time. This time with a much more unique "fractured time" aesthetic and a soundtrack that cross-fades between 12 different versions of the same piece of music! This means that whichever era you're standing in within Space Between Time will use relevant instrumentation for that time period, but dynamically shift the main theme.

Video of the music transition: https://twitter.com/ClassicGJ/status/964898285294182400



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« Reply #148 on: November 19, 2018, 04:43:06 AM »

Last post... February, blimey!

Well, development has indeed continued, despite this topic's neglect!

So the first thing to show is our shiny new trailer! I think it gives a fair overview of all the additions, changes and polish that the last few months have allowed for (including the jump to a much newer version of Unity and the switch to deferred lighting).

Short Form
https://twitter.com/ClassicGJ/status/1062784860211892224

Long Form




As I hope that shows, there has been a lot of refinements for both differentiating each level's colour pallettes, as well as trying to make sure the art style of each level is unified. The idea being that although each level while feeling a part of CnW's larger world, should also feel distinct and interesting to explore. The fact that I can now post a screenshot from almost anywhere in each level, and have it be fairly obvious from which it hails is a big deal to me!











Additionally after releasing monthly builds to Patreon users, I've been able to refine all manner of things from controls, to camera and even certain aspects of level design. A major sticking point of this has been a better understanding of how to both guide the player, but also hide that fact that I am. Certain things like collectable paths showing hidden areas, cutscene cameras for certain in-game switches and adding small character touches have all helped this; and probably would not have come to mind if not for some fantastic feedback.




That's probably enough waffle for now!
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