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TIGSource ForumsCommunityDevLogsDick Rico : Case Of The Flying Dutchman (DevLog) [MAC/PC]
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Author Topic: Dick Rico : Case Of The Flying Dutchman (DevLog) [MAC/PC]  (Read 8781 times)
blinkok
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« Reply #40 on: January 21, 2015, 04:52:39 pm »

this is mind blowingly awesome stuff! stunning!.
on the UI design i thought if you made it jut a tiny bit pixely it might blend more. but hey, what the fuck do i know.
keep up the brilliant work.
« Last Edit: January 22, 2015, 10:29:04 pm by blinkok » Logged

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macepoodle
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« Reply #41 on: January 22, 2015, 12:18:05 pm »

Thanks for the constructive feedback regarding the UI character representation. Although these are still just early tests , I do agree that a lot should be left to the imagination.

I did a tester with a simplified cartoonist head for the Rico UI representation, but I will do a few more in different styles including a pixelated one.



Thanks for looking I'll leave you with a dance clips of Officer Allan Lee Smiley





PS: I also got a site setup at http://www.dickrico.com, still needs tons of work and only half of it is finished but might as well have everything in one spot.

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Loop Gain
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« Reply #42 on: January 22, 2015, 03:19:09 pm »



Those are some smooth moves. I like your use of low-poly models with fluid animation.
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Quicksand-T
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« Reply #43 on: January 22, 2015, 05:46:22 pm »

I did a tester with a simplified cartoonist head for the Rico UI representation, but I will do a few more in different styles including a pixelated one.

That fits soooo much better.
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pmprog
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« Reply #44 on: January 23, 2015, 10:05:13 am »

Now I've seen both, I prefer the original.


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TNERB
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« Reply #45 on: January 23, 2015, 04:07:06 pm »

I like how this looks.
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Voltz.Supreme
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« Reply #46 on: January 23, 2015, 10:02:11 pm »

Now I've seen both, I prefer the original.
Both look cool but something more minimalist might be more suitable.
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macepoodle
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« Reply #47 on: January 26, 2015, 11:58:37 pm »

Thanks for the constructive feedback guys. I'm still trying to design something minimalistic that will work for the UI dialogue choice, it's the only place I would want some sort of character portraits displayed.

Update:

Tonight update is just a rigging one. I've re-rigged the characters yet again to give them more functionality and stability.









As always, thanks for looking and I hope that the next update will finally be a gameplay one Smiley
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Mr Underhill
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« Reply #48 on: January 27, 2015, 12:12:22 am »

Man, those are some killer animations! Did you use video references?
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macepoodle
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« Reply #49 on: January 27, 2015, 07:28:05 am »

The last 3 were just test for fun, I wanted to check if I could load mo-cap on them, that's why those look so realistic. For the actual game I will bedding keyframe animation by hand so it'll look more like the initial walk cycle. A little bit slower and ore cartoony.
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JosephElliott
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« Reply #50 on: January 30, 2015, 10:47:18 am »

Tell me more about this "Rico tingle".
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blinkok
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« Reply #51 on: January 30, 2015, 01:44:18 pm »

how did you do the mocap?
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Voltz.Supreme
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« Reply #52 on: January 30, 2015, 10:45:46 pm »

The low-poly mixed with the realistic animations look fantastic! Key framed animations look great as well.
PM me if you'd like to talk music. I'm super keen on this project!
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macepoodle
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« Reply #53 on: February 02, 2015, 10:31:30 am »

I still haven't done much in terms of experimenting with the UI (simple vs realistic) but I did get all the Rico animations ready for the lobby level in the game. Most of the level have different camera angles so they require their own sets of custom animations.

Gameplay video thus-far :





@blinkok : The mocap tests were just for fun to see it they would work on the rigs I made for the characters. To tade I think I've made 3 or 4 different rig setup for the characters, this last one is semi custom but it was built on humanIK setup , thus allowing it to be compatible with mocap data.
« Last Edit: February 02, 2015, 06:30:11 pm by macepoodle » Logged

pmprog
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« Reply #54 on: February 03, 2015, 01:54:38 am »

Looks good and I appreciate you're still early into the development, however, I really hope you fix the walking animation to movement speed. At the minute, it looks like he's skating, and it really bugged me with the "Special Editions" of the Monkey Island games, which also had that problem.
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macepoodle
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« Reply #55 on: February 05, 2015, 09:26:59 pm »

Due to some osx export issues in the latest version of Visionaire I decided to port the game over to Unity. So far so good, I'm able to do camera zooms now and the walking it a lot less slippy Smiley

Gameplay Video Update 2-5-15 (Unity/AC)
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Mr Underhill
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« Reply #56 on: February 06, 2015, 02:00:17 am »

That's great news, macepoodle! I think it's a good move. Keep kicking butt
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macepoodle
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« Reply #57 on: February 12, 2015, 06:53:26 pm »

@Mr Underhill: Thanks mate! You were a big part of the decision to switch over to Unity. I wasn't sure I could pull off a proper 2D feel and look in it, but after seeing your tests I jumped right in Smiley


Update:

This week was all about UI/UX. I have been doing a lot of trial and error test but I think I'm growing mostly fond of this simple portrait approach to speech representation. What do you guys think?




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Voltz.Supreme
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« Reply #58 on: February 12, 2015, 07:00:53 pm »

Best so far.
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pmprog
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« Reply #59 on: February 17, 2015, 03:28:07 am »

Yeah, I think that looks neat!
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