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1349389 Posts in 62057 Topics- by 53732 Members - Latest Member: asenior

October 19, 2018, 06:25:24 AM

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TIGSource ForumsCommunityDevLogsThe Siege and the Sandfox
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Author Topic: The Siege and the Sandfox  (Read 9247 times)
jctwood
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« Reply #40 on: May 15, 2017, 08:21:11 AM »

That is quite incredible but the care and attention to detail really shows! Look forward to more.
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OllyOllyBennett
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« Reply #41 on: May 16, 2017, 07:33:56 AM »

Some relatively recent screenshots:






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Tuba
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« Reply #42 on: May 16, 2017, 10:08:38 AM »

Game is looking even better than the last time I've saw it Smiley
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ANtY
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« Reply #43 on: May 16, 2017, 10:48:27 PM »

woah, this looks so good!
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Cranktrain
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« Reply #44 on: May 17, 2017, 07:35:30 AM »

Yes, this looks so special. I feel like a good subset of 'indie games' look beautiful, but rarely do they look this good. The smoothness of the animations and the attention to lighting goes such a long way.
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« Reply #45 on: May 17, 2017, 07:44:38 AM »

It's like a Sega game gone wild! (I'm thinking Flink or Tin Head, if you played those. And "wild" in a good way!)
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« Reply #46 on: June 05, 2017, 02:32:52 AM »

Have a couple more:




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xix
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« Reply #47 on: June 05, 2017, 06:21:38 AM »

I've seen some of the sprites before, and they were great. But the whole game put together looks super amazing. Cheers dude.
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« Reply #48 on: June 15, 2017, 04:20:17 AM »

More screen shots for you.

Here's the Sandfox knocking out a guard from behind:



And a shot of the Sandfox perched above a dozing guard in the palace gardens:


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« Reply #49 on: August 25, 2017, 02:40:26 AM »

After seeing normal mapped pixel art done really well in Dead Cells, I decided to have another go at it, as the first attempt I made back in the day was too noisy for my liking, ruining the actual base pixel art. This time I'm concentrating more on attempting to sculpt the larger shapes of the art, rather than trying to get every minute detail out of the sprite.


Here are a few tile examples that have come through this process so far, it's a time consuming process but I'm happy with the results so far so thought I'd drop them in here and see what you all thought.
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DrDerekDoctors
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« Reply #50 on: August 25, 2017, 03:24:42 AM »

Ooh, lovely! Best of both worlds, I'd say.
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« Reply #51 on: August 26, 2017, 08:09:38 AM »

That lighting does look very good, to my eye--both pixellated and well-shaded, I think. ^_^
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« Reply #52 on: September 06, 2017, 01:12:13 AM »

Our designer Chris has shared his talk on designing good tutorials, and lessons we learnt from and implemented into The Siege and the Sandfox.



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DrDerekDoctors
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« Reply #53 on: September 06, 2017, 11:11:20 PM »

Great talk - really enjoyed it and hopefully even absorbed some knowledge from it. Smiley
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology.
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OllyOllyBennett
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« Reply #54 on: October 06, 2017, 02:18:52 AM »

We're making a build for our first round of play testing sessions. As we work on this process, designer Chris and producer/designer Aidan will be live streaming development on our Twitch channel once a week.

Come and see general progress on the game, and our design methods, and how we're working on 2D in Unreal.

We'd love you to join us and interact live, but if you have any questions specifically - either based on previous streams, or in advance of the next stream - then we'd love to hear them here, or you can PM me.

Stream day: Thursday
Stream time: 20:00 (GMT) | 15:00 (EDT) | 12:00 (PDT) | 22:00 (Moscow) | 04:00 (Tokyo, Friday)
Stream channel: Twitch | YouTube (uploaded after stream)

Last stream:

Week 1:




Week 2:



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DrDerekDoctors
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« Reply #55 on: October 06, 2017, 05:42:03 AM »

Great stuff - I really enjoy these long-form style videos. Smiley
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology.
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OllyOllyBennett
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« Reply #56 on: October 23, 2017, 03:25:57 AM »

Here's week three of our playtest build live stream YouTube catchup:



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OllyOllyBennett
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« Reply #57 on: October 30, 2017, 10:21:24 AM »

Week four is available to watch on YouTube. Covered in this dev stream:

  • (0:30) New foley
  • (4:32) Tutorial ghost Improvements
  • (7:50) Waterfall sound emitter
  • (10:21) Background lighting and torches + LUT
  • (16:07) Noise ring visual tweaks
  • (17:09) Initial AI encounter improvements
  • (20:04) Lift artwork
  • (22:47) New Sandmonster PFX
  • (26:31) Whitebox paintover
  • (31:54) New nexus level layout
  • (36:17) New visibility occlusion
  • (45:00) Visibility issues



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« Reply #58 on: November 13, 2017, 08:55:32 AM »

Week 5: This week covers the initial feedback from the playtest session.



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« Reply #59 on: November 20, 2017, 04:43:17 AM »

Dev Stream video catch up week six:



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