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1344900 Posts in 61678 Topics- by 53241 Members - Latest Member: RoKo0

August 14, 2018, 11:34:14 PM

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TIGSource ForumsCommunityDevLogsThe Siege and the Sandfox
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Author Topic: The Siege and the Sandfox  (Read 8668 times)
qMopey
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« Reply #60 on: November 20, 2017, 09:06:12 AM »

Those are some truly gorgeous backgrounds  Gomez
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OllyOllyBennett
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« Reply #61 on: December 05, 2017, 08:32:41 AM »

Week 7 of our development streams is on our YouTube channel. Watch it here, or embedded below:



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Devi Ever
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« Reply #62 on: December 05, 2017, 09:29:02 AM »

Everything about this is SO SLICK.  I love it!
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s_harriton
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« Reply #63 on: December 05, 2017, 01:54:42 PM »

This looks amazing!
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OllyOllyBennett
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« Reply #64 on: December 13, 2017, 02:22:07 AM »

Week 8 is up on our YouTube channel and below. Our last stream of the year shall be tomorrow, at 20:00 (GMT) on our Twitch channel. I'll post it here again not long after.



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OllyOllyBennett
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« Reply #65 on: January 16, 2018, 12:27:29 PM »

We did an interview with Gamasutra about our hand-painted normal maps in our 2D game. You can read it here.
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OllyOllyBennett
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« Reply #66 on: January 31, 2018, 03:01:22 AM »

We did a more general interview with Unwinnable, which you can read here for free.

It covers information about our inspirations, visuals, stealth systems and more, as well as talking about winning the Unreal Dev Grant.

If you like the article, please consider subscribing to their journal.
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OllyOllyBennett
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« Reply #67 on: February 01, 2018, 09:21:06 AM »

Our designer Chris did a talk at London is Unreal recently.

It covers AI in general, but in particular in 2D and how we've done things in The Siege and the Sandfox.

You can watch it here.
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« Reply #68 on: February 01, 2018, 03:04:39 PM »

not sure how i missed this, love the atmosphere you guys have built here and the game looks great fun in motion. keep it up Hand Metal Left
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« Reply #69 on: February 02, 2018, 05:05:34 AM »

Wow- I'm not usually the biggest stealth fan but this just looks fantastic. 
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« Reply #70 on: February 03, 2018, 07:42:23 PM »

This looks fantastic. Glad to see more entries to the stealth genre!
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OllyOllyBennett
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« Reply #71 on: March 01, 2018, 03:47:04 AM »

We're going to be at EGX Rezzed 2018 (London, UK) from April 13-15th, alongside our publishing partners, Chucklefish. Come and play the latest demo of our Stealthvania, while checking out Chucklefish's latest projects, including Wargroove.

Week 9 of our live streams is now also available on our YouTube channel, and embedded here for your convenience:



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« Reply #72 on: March 01, 2018, 05:30:19 AM »

I would like to play a demo.
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OllyOllyBennett
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« Reply #73 on: March 06, 2018, 07:20:17 AM »

We have more development streams available on our YouTube channel. Catch up on week 10 here:



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« Reply #74 on: March 06, 2018, 04:32:52 PM »

The visual appeal to this game is absolutely stunning. I'm loving the stealth game in a Metroid-style map. I'm looking forward to playing this.
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« Reply #75 on: March 14, 2018, 04:32:32 AM »

The visual appeal to this game is absolutely stunning. I'm loving the stealth game in a Metroid-style map. I'm looking forward to playing this.
Thanks very much! Are you going to be at EGX Rezzed, or is it not convenient for you?

We'll have a bunch of new screenshots coming soon, and a new trailer is in the works - showing off the game like never before. I'd love to know what you all think when I share that.

For now, here's week 11 of our streams. Let us know if you have any questions, or if there is anything you would like us to raise or show on our streams.



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Quentin Delvallet
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« Reply #76 on: March 14, 2018, 04:46:44 AM »

It's crazy how good quality sprites and lighting can bring an HD-feel to pixel-art, keep-up the good work !
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« Reply #77 on: March 26, 2018, 05:26:00 PM »

This is our dev blog on improving the NPC talking animations in our game:

We have learnt over the course of development so far that all animations within the game generally need to be exaggerated or amplified to a degree. This ensures that they are better read by the player in game. Obviously this should also apply to the Talk animations, but before we learnt this lesson they were a bit too static. Here is an early example of one of our guards:


This first-pass leaned more towards being 'realistic', where the only movement to inform the player that the character is talking is the small movements and changing shape of the mouth and jaw. Because of the distance the camera is from the characters in game, this talking animation is almost indistinguishable from the usual ‘Idle Stand’ animation. This is even harder to detect when looking at our masked assassin.


We realised that clearly the Talk animation needed more movement and exaggeration to signpost to the player what the character is doing.

The other issue we encountered was the artificial feel conversations had when the two participants took turns between speaking and listening. It felt very robotic, like they were simply being switched on or off from idle and talking. When one character is looping a talking animation, the other is looping an Idle Stand animation, and vice versa. Here is a simple timeline of a typical conversation:


At this point it became clear that the dialogue animations in our game needed an overhaul, to help better convey that a conversation is actually happening, and to also inject more personality so the characters feel less robotic. This happens on two fronts. First we needed to address the animations themselves, and then we could examine the system used to string the animations together to create a more convincing conversation.

To this end, we looked at examples of talking characters in old games. One clear front-runner during this was the iconic point&click adventure series, Monkey Island. Below are examples of talking from two characters in the series: Guybrush Threepwood and Stan S. Stanman.


Like the majority of characters in the Monkey Island series, when Guybrush talks there is a lot of snappy head movement to accompany the speech. This helps make it clear not only that a conversation is happening, but also who is actually speaking at any point in time. Stan also has a lot of wild arm and body movements that help inform us of his personality and character. We decided to add a comparable level of motion to our game, to help convey a conversation taking place. First we made the head of the person talking inherit a similar snappy jerky head motion.

OLD | NEW




Secondly, we added arm movements and gestures to accompany the conversation, allowing us to breathe more life into it.


We quickly realised though that it was quite irritating to just watch the same single talk animation looping endlessly during a character’s dialogue. So to take it a little further than just the lessons learned from Monkey Island, we decided to break up our conversations into multiple short Talking animations, each using different arm gestures and able to be chained together in any order.

We then applied the same thinking to the silent party in the conversation. Instead of merely playing an ‘Idle Standing’ animation that has the character standing in place not really reacting to what is being said, the character can laugh, yawn, or naturally fidget. By applying both of these approaches, we get a more complex conversation timeline that looks like this:


The final result gives us an exchange between two characters that better visually communicates a conversation, and also feels more energetic, adds character, and is less robotic.


This example quickly shows off a range of motions in both idle and talking, but you can already see how it adds lots more depth to our NPCs. We’d love to know what you think, and to hear any other lessons you may have learned from pixel game conversation portrayal. Hopefully what we’ve shown here may help you too.
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« Reply #78 on: March 27, 2018, 09:40:47 AM »

That's rather impressive, both in the animation and in the multi-animation system behind it; the result looks rather good, to my eye! ^_^
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« Reply #79 on: April 09, 2018, 03:52:24 AM »

We now have a Discord server.

We'll be using it as a platform for updates, as well as answering questions and engaging with those looking forward to The Siege and the Sandfox.

Jump in: https://discord.gg/siegefox
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