Juwdah
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« Reply #520 on: September 06, 2017, 11:19:30 AM » |
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Nice art direction and color palette on everything. Perhaps this has been mentioned before, but it feels like the look just aches for cel-shaded outlines on things (especially given your concept art). Have you considered that?
Cheers! Yeah we've written an outline shader and tested it before, but we had lots of pixelation so we're waiting until someone with more expertise in shaders comes along and does it for us. (see: when we have enough money to hire a tech artist)
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JobLeonard
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« Reply #521 on: September 06, 2017, 11:47:18 AM » |
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I like the visual reference to the recycling-logo!
I don't know if this has been asked before, but will the game address microplastics?
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Juwdah
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« Reply #522 on: September 06, 2017, 11:48:40 AM » |
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I like the visual reference to the recycling-logo!
I don't know if this has been asked before, but will the game address microplastics?
Hmm, good question, microplastics. Actually no we don't have anything planned for that...
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Juwdah
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« Reply #523 on: September 10, 2017, 07:39:36 AM » |
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We've been concepting the dynamic Points of Interest you'll come across on your journey. As we want to have diverse POIs but keep it thematic still we're still undecided on which ones we'll do and which we won't. But these ones seem cool and interesting enough for players to be interested in what they can get from them
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Juwdah
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« Reply #525 on: September 12, 2017, 09:08:08 AM » |
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We made a new landing page for Flotsam, if anyone wants to check it out: flotsamgame.comI hope everything is clear and easy to locate. Well if it ain't, you can atleast have a cool scroll FX
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JobLeonard
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« Reply #526 on: September 12, 2017, 09:48:07 AM » |
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Hmm, good question, microplastics. Actually no we don't have anything planned for that... Maybe something for and expansion? The "Toxic Soup DLC"! Had enough of the feel-good post-apocalyptic themes? Here's some depressing extra content bringing added challenges! Food has to be tested for microplastics and radiation levels before consumption, and you have to worry about not poisoning your people too much per meal while also preventing letting them eat so they don't die of starvation. Ok, maybe a bit too gloomy a take on this for this game... Eh.. Build harvester pedalos to skim plastic flotsam, which can be processed and turned into resources! You know, kinda like that thing Alfred Kwak built in that one episode: I dunno, just throwing things out there EDIT: Nice landing page!
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Juless
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« Reply #527 on: September 12, 2017, 10:28:44 AM » |
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Build harvester pedalos to skim plastic flotsam, which can be processed and turned into resources! You know, kinda like that thing Alfred Kwak built in that one episode: Skip to 8:35. Looks incredibly fun actually haha :D "Heb je dat geld aan de koning geleend? " Hahahaha brilliant! Edit: Wow. This episode is teaching children politics in a very special way haha
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« Last Edit: September 12, 2017, 10:41:09 AM by Juless »
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Juwdah
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« Reply #528 on: September 16, 2017, 09:52:49 AM » |
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Hmm, good question, microplastics. Actually no we don't have anything planned for that... Maybe something for and expansion? The "Toxic Soup DLC"! Had enough of the feel-good post-apocalyptic themes? Here's some depressing extra content bringing added challenges! Food has to be tested for microplastics and radiation levels before consumption, and you have to worry about not poisoning your people too much per meal while also preventing letting them eat so they don't die of starvation. Ok, maybe a bit too gloomy a take on this for this game... Fallout: Flotsam. Only needs microplastic mutants. Build harvester pedalos to skim plastic flotsam, which can be processed and turned into resources! You know, kinda like that thing Alfred Kwak built in that one episode: I dunno, just throwing things out there EDIT: Nice landing page! That's cool! we actually already sort-of have some pedalo concepts Here's a small snippet (we shared it fully some time before can't remember when) Here's our screenshotsaturday, a small town of 5 people happily surviving
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Juwdah
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« Reply #529 on: September 23, 2017, 09:29:10 AM » |
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Here's some shark designs, these are earlier concepts all put together on a page. We like the literal versions so going back and explore further is definitely something on my radar, but for now I'm exploring a possible special kind of shark to truly set it's distance from regular ones.
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Juwdah
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« Reply #530 on: September 30, 2017, 01:24:47 PM » |
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Concept for the water storage. We're splitting different storages (food, water, rest). This is the one needed for water. The idea is to connect pipes to it coming from nearby water funnels.
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JobLeonard
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« Reply #531 on: September 30, 2017, 02:23:48 PM » |
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Cool. Also: is that guy riding a mutant fish?
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Juwdah
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« Reply #533 on: October 03, 2017, 09:14:45 AM » |
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Had a fun day wasting time messing around with the animator. And finding other things that annoy the crap out of me (spot the bug) Gnn gnnn pff
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JobLeonard
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« Reply #534 on: October 03, 2017, 09:33:49 AM » |
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I'm too distracted by the fact that finally got the "mussel car" pun to spot the bug
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Juwdah
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« Reply #535 on: October 03, 2017, 11:27:25 AM » |
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I'm too distracted by the fact that finally got the "mussel car" pun to spot the bug
Can we give out "late to the party" awards here too? Friggin unity UI though.
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Juwdah
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« Reply #536 on: October 07, 2017, 08:45:49 AM » |
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If you keep playing your own game, after a while you start the same sequence every time. Had some fun looking for a nice early town composition to expand upon.
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io3 creations
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« Reply #537 on: October 10, 2017, 03:54:53 PM » |
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Another catch-up time! I'm too distracted by the fact that finally got the "mussel car" pun to spot the bug
Can we give out "late to the party" awards here too? How about a "Better late than never" award! We've put one of our ships on sketchfab, I guess we never -really- shared how it looks in 3D, so here: https://skfb.ly/68XLFNot sure if you guys like these kind of things, but we can share more of these for sure. It could get you a few more "eyes" to check out the game but there is another approach that might be even better marketing. Have you considered 360 degree VR videos? There are many on youtube, some better than others. In case you're wondering that your game isn't first person, here are two that happen to be also for a non-first person game: https://youtu.be/watch?v=wczdECcwRw0https://youtu.be/watch?v=yVLfEHXQk08I could imaging a whale breaching or a sped up timelapse of city building scenes. There are two plugins for Unity if you want to give a "spin" (pun #1 intended). 360 VR Camera Capture Rig https://www.assetstore.unity3d.com/en/#!/content/53264 360 Panorama Capture https://www.assetstore.unity3d.com/en/#!/content/38755 My first impression was also: Hey! Cars don't float!!!. http://i.imgur.com/UboSc88.jpgTechnically, this would actually float as long as it's closed and water doesn't seep in. Heck, even CONCRETE ships can be buoyant: https://en.wikipedia.org/wiki/Concrete_ship So, then the question becomes, would a flying car belong in a WW2 game? If not, then it'd be best to somehow drop in a few "hints" from the beginning that the game isn't going for realism. That way people won't be surprised or wondering why cars float much like seeing people and objects fly in a Harry Potter movie. On the other hand, if you added certain floating objects to cars (empty oil or plastic barrels, gas canisters, etc) then you could still make it realistic. But, overall, there seem to be a few other objects that seem to miracously float, so I'd steer (pun #2 intended) away from realism and a bit toward fantasy. Nice art direction and color palette on everything. Perhaps this has been mentioned before, but it feels like the look just aches for cel-shaded outlines on things (especially given your concept art). Have you considered that?
Cheers! Yeah we've written an outline shader and tested it before, but we had lots of pixelation so we're waiting until someone with more expertise in shaders comes along and does it for us. (see: when we have enough money to hire a tech artist) Have you tried assets, such as: Toony Colors Pro 2 https://www.assetstore.unity3d.com/en/#!/content/8105 However, since there's plenty of dark parts in the textures, those already create a nice contrast. Have you seen the Gatorade "ad/commercial" The Boy Who Learned to Fly - Usain Bolt. Seems to use a combination of 2d/3d gfx. https://youtu.be/qtujkNnCYCc?t=9
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Juwdah
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« Reply #538 on: October 14, 2017, 09:55:53 AM » |
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We've put one of our ships on sketchfab, I guess we never -really- shared how it looks in 3D, so here: https://skfb.ly/68XLFNot sure if you guys like these kind of things, but we can share more of these for sure. It could get you a few more "eyes" to check out the game but there is another approach that might be even better marketing. Have you considered 360 degree VR videos? There are many on youtube, some better than others. In case you're wondering that your game isn't first person, here are two that happen to be also for a non-first person game: https://youtu.be/watch?v=wczdECcwRw0https://youtu.be/watch?v=yVLfEHXQk08I could imaging a whale breaching or a sped up timelapse of city building scenes. There are two plugins for Unity if you want to give a "spin" (pun #1 intended). 360 VR Camera Capture Rig https://www.assetstore.unity3d.com/en/#!/content/53264 360 Panorama Capture https://www.assetstore.unity3d.com/en/#!/content/38755 Wanted to check it out but those videos are unavailable? Sounds really cool though My first impression was also: Hey! Cars don't float!!!. http://i.imgur.com/UboSc88.jpgTechnically, this would actually float as long as it's closed and water doesn't seep in. Heck, even CONCRETE ships can be buoyant: https://en.wikipedia.org/wiki/Concrete_ship So, then the question becomes, would a flying car belong in a WW2 game? If not, then it'd be best to somehow drop in a few "hints" from the beginning that the game isn't going for realism. That way people won't be surprised or wondering why cars float much like seeing people and objects fly in a Harry Potter movie. On the other hand, if you added certain floating objects to cars (empty oil or plastic barrels, gas canisters, etc) then you could still make it realistic. But, overall, there seem to be a few other objects that seem to miracously float, so I'd steer (pun #2 intended) away from realism and a bit toward fantasy. Steering away from realism seems the best way to go for Flotsam for sure. Heck, looking at anything we've made surely implies it. (for example the Seagull with his neck tightly wrapped with plastic) So yeah, let's capitalize some more on that shall we? Nice art direction and color palette on everything. Perhaps this has been mentioned before, but it feels like the look just aches for cel-shaded outlines on things (especially given your concept art). Have you considered that?
Cheers! Yeah we've written an outline shader and tested it before, but we had lots of pixelation so we're waiting until someone with more expertise in shaders comes along and does it for us. (see: when we have enough money to hire a tech artist) Have you tried assets, such as: Toony Colors Pro 2 https://www.assetstore.unity3d.com/en/#!/content/8105 However, since there's plenty of dark parts in the textures, those already create a nice contrast. Have you seen the Gatorade "ad/commercial" The Boy Who Learned to Fly - Usain Bolt. Seems to use a combination of 2d/3d gfx. https://youtu.be/qtujkNnCYCc?t=9Cool commercial! We did try the toony colors asset, it was nice but felt that we needed a more controlling approach to not leave too much for the computer to handle. As such we're implementing flipped normals outlines (the oldest trick in the book) to parts where we need them. Usually these will be for round objects that are impossible to give outlines to on a texture sheet. For example: This is the water storage that we've posted the concept from two weeks ago. It has the flipped normals outline trick on the pipes and the long logs only, giving us lots of control.
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io3 creations
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« Reply #539 on: October 14, 2017, 10:50:20 AM » |
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Wanted to check it out but those videos are unavailable? Sounds really cool though Whoops, my bad. The youtu.be urls don't need the watch?v= part. :D Oddly though, today one of the videos gave me a playback error for a while but later worked. Luckily, I do have a "backup" if needed. Steering away from realism seems the best way to go for Flotsam for sure. Heck, looking at anything we've made surely implies it. (for example the Seagull with his neck tightly wrapped with plastic)
Unfortunately, that's actually quite real: http://www.onegreenplanet.org/environment/endangered-bird-tangled-plastic/We did try the toony colors asset, it was nice but felt that we needed a more controlling approach to not leave too much for the computer to handle. As such we're implementing flipped normals outlines (the oldest trick in the book) to parts where we need them. Usually these will be for round objects that are impossible to give outlines to on a texture sheet.
Yeah, I know what you mean. The free version of the asset is perfect for a toon color game that I'm making but as I was looking more at the sample images of Toony Color 2, I wonder if it can do certain things e.g. the outline of the chin doesn't have an outline. Funnily, as I was looking at a few imgur posts near the one you linked, there was a potentially relevant one *Crossant Crab*: Sometimes, Don't play with your food! doesn't apply.
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