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TIGSource ForumsCommunityDevLogsReturn of the Obra Dinn [GDC 2016 Demo Build]
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Author Topic: Return of the Obra Dinn [GDC 2016 Demo Build]  (Read 428819 times)
John Robert Matz
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« Reply #40 on: May 25, 2014, 05:03:21 pm »

Looking shiny, sir!  Any thoughts on what the audio soundscape will be like?  Retro, realistic, somewhere in-between*?

Good luck!

*Much as the Obra Dinn herself must be, trapped between our world and the very fires of damnation.
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John Robert Matz - Composer for Videogames
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http://gunpointgame.bandcamp.com <- Gunpoint soundtrack!!
Gorman
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« Reply #41 on: May 25, 2014, 05:17:46 pm »

How do you achieve the laser like focus you speak of?
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jamesez
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« Reply #42 on: May 25, 2014, 06:44:35 pm »

Experimenting with the 3D visuals now. I want it to look like what you'd get with modern rendering techniques but only 1-bit display technology. Legibility will be the main challenge so the actual geometry will likely be pretty simple.

Have you looked into Atkinson Dithering to give it that real Mac touch?


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Xtooph
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« Reply #43 on: May 26, 2014, 12:59:31 am »

Hi Lucas,
Once again, congratulations on the great news, can't wait to play your new game! I've always been a fan of this style, I remember fondly playing games such as the Dark Castles, Shufflepuck CafĂ© or Strategic Conquest. Those were the times!  Wizard
I would highly appreciate if I could ask you a few quick questions about how you envision the localization process for this one, so, if you wouldn't mind providing me a mail address where I could send you a message, that'be just great!  Gentleman
Thanks in advance and godspeed with writing the game,
Chris
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skittlefuck
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« Reply #44 on: May 26, 2014, 02:09:25 am »

Hawt title screen.
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Krisjet
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« Reply #45 on: May 26, 2014, 07:20:26 am »

Still playing Papers Please on occasion, and am excited to see what you turn out next! No pressure  Wink
Love the aesthetic too, about time we got some monochrome Apple love.
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Kiririn51
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« Reply #46 on: May 26, 2014, 07:54:14 am »

I'm all kinds of excited for this one, here's hoping you can get it done fast.
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James Edward Smith
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« Reply #47 on: May 26, 2014, 09:16:05 am »


I've been trying to get some business printed up that look like this for a while now.

This game is very up my alley.
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« Reply #48 on: May 26, 2014, 11:59:08 am »

Looks really good and YES it reminds me very much of me playing old games on our old mac, in the beginning of the 90's!

Hmm, some shufflepuck game... don't remember the name though. Would love to play it again though.
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happymonster
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« Reply #49 on: May 26, 2014, 12:37:15 pm »

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dukope
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« Reply #50 on: May 26, 2014, 08:33:48 pm »

@AlexColorblind
Terry's game looks great but I'm going for a more stylized, almost cad-like look. Thanks for the reference though!

@gambrinous
Here's the title screen without post-processing:


Quite terrible looking actually. Reducing the bit-depth looks better and makes asset creation much easier for me. A better artist or a bigger team could make true-color or grayscale look great. The best I can do on the art side is much less, so I'm compensating with the one bit restriction. Also I really like the challenges that come up when you have no shades to work with. Much more interesting for me than trying to make realistic stuff.

@Mef
I may consider a tinting option in the menus, so you could change from b&w to black&amber for instance.

@collider
Hypercard was the first thing I ever programmed on. Made a bunch of different cards for little toys and tools when I was ~13. Such a great application.

I'd never played Colony as a kid but checked it out recently. Really beautiful look but terrible controls and impossibly hard.

@Willy Chyr
The trick is to combine the world-space position of the object (to get edges against other objects) and the normals of the face (to get edges against nonaligned faces). I consider the normal's relationship to the current camera to get the most resolution, and I amplify the differences using frac. The colors all change when the camera moves, but this doesn't matter since you're only using these colors to find edges. To avoid putting edges everywhere, I set up some control over the normals using the red channel of the vertex color. Here's the basic vertex shader for the sectioning pass:

Code:
v2f vert(appdata_full v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

float3 origin = mul(_Object2World, float4(0.0,0.0,0.0,1.0)).xyz;
float3 area = float3(100,100,100);

float3 cameraDir = mul((float3x3)UNITY_MATRIX_V,float3(0,0,1));
float3 norm = mul(_Object2World, float4(v.normal, 0.0));
norm *= v.color.r;
float light = saturate((dot(norm, cameraDir)+1.0)*0.5);

o.color = ((origin + area) * 0.5) / area;
o.color.x *= light;
o.color.y /= light;
o.color *= v.color.g;
o.color = frac(o.color * 100);

return o;
}

I do a bit of tweaking and other work but this is the basic idea. Don't want to give away too much yet. Smiley

@John Robert Matz
The sound design will likely be modern. I've never been good with beeps and boops. And I find realistic audio engages my imagination more, which should hopefully complement the visuals well.

@Gorman
Lasers.

Xtooph
Check the "The End" section here for my localization plans for this game: Localizing Papers Please - Part 2. Basically, I'm going to (hopefully) keep the text to very basic formats, well-separated from the logic.



Modeling in Maya

I've been making good progress with Maya. Once I stopped longing for Max's modifier stack, and worked out how to keep deformers non-desctructive, things got easier. Right now I'm filling out the aft deck (POOP DECK). Adding all the little details is a lot of fun.

I've also got a pretty good look for the 3D rendering worked out. I'm able to combine the drawn edges with a touch of lightly-dithered texturing. Looks pretty decent and not too busy currently.

Hopefully I'll be able to post some screenshots in a few days.
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zargy
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« Reply #51 on: May 26, 2014, 09:31:48 pm »

How long do you think it's going to be, and how much will it sell for?
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motorherp
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« Reply #52 on: May 27, 2014, 12:40:28 am »

Looks like you're already getting media attention which is pretty crazy considering this is still probably pre-production.  Be careful not to let too much early exposure rob you of your opportunity to gather feedback whilst remaining flexible and non-committal during the early stages of development.
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starsrift
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« Reply #53 on: May 27, 2014, 01:52:29 am »

Nice idea, dukope.
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"Vigorous writing is concise." - William Strunk, Jr.
As is coding.

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And a slice of lime, plus a shot of tequila.
Rebusmind
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« Reply #54 on: May 27, 2014, 02:23:00 am »

Looks very promising. Will follow. Smiley
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PeteH
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« Reply #55 on: May 27, 2014, 03:14:29 am »

This is looking great! Surprising how atmospheric the 1-bit rendering feels! Suitable for the setting I think.

I just read "The Sea Wolf" by Jack London and loved it. This looks like a similar setting so very excited :)Good luck!
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terri
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« Reply #56 on: May 27, 2014, 04:42:58 am »

looks very cool already, excited to see where this goes
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Krisjet
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« Reply #57 on: May 27, 2014, 07:16:27 am »

Looks like you're already getting media attention which is pretty crazy considering this is still probably pre-production.  Be careful not to let too much early exposure rob you of your opportunity to gather feedback whilst remaining flexible and non-committal during the early stages of development.
Within hours this was front page news on one of the biggest Norwegian gaming news sites.
I guess that's what happens when you win all the awards at GDC with your previous title Smiley
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dukope
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« Reply #58 on: May 27, 2014, 08:47:08 am »

Music & Sound

Quick note. As with my other games, I'll compose the music and sound for this one myself. Juggling all the different tasks is something I really enjoy about making games. I appreciate all the PM offers for help with the music/sound, but it's covered. Smiley



Looks like you're already getting media attention which is pretty crazy considering this is still probably pre-production.

Pre-production is a term I'd use for a bigger team with a better plan. I'm just starting full-time work on the game, which involves figuring a bunch of stuff out as I go. Things should run just like the Papers Please devlog. I'm definitely open to feedback along the way.

How long do you think it's going to be, and how much will it sell for?

The price depends on the length, and the length depends on stuff I don't know yet. Just based on the structure and scope I imagine it'll be shorter than Papers Please though. I'd like to keep the price between $5 and $15 but that's a decision that comes much later based on how the game ends up.
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glocks
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« Reply #59 on: May 27, 2014, 09:38:45 am »

Very cool to hear that you're going for technical experimentation on this project, I'm excited to see how it goes.
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