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maruki
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« Reply #100 on: July 02, 2017, 08:52:24 AM »

adding ghost trail

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maruki
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« Reply #101 on: July 08, 2017, 02:50:18 AM »

cursed trail:

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nathy after dark
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« Reply #102 on: July 09, 2017, 08:48:43 AM »

At a certain point the GIF froze and the cursed trail looked a bit too much like a bigger, darker ghost humping the white ghost from behind  Shocked maybe I'm the only one who sees these things, though. 
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maruki
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« Reply #103 on: July 14, 2017, 02:17:54 PM »

At a certain point the GIF froze and the cursed trail looked a bit too much like a bigger, darker ghost humping the white ghost from behind  Shocked maybe I'm the only one who sees these things, though. 

hahahhaa does it? I couldn't see it. No problem though, we are still adjusting the trail.

Here's a test of Ghosty's internal organs:
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nathy after dark
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« Reply #104 on: July 16, 2017, 02:13:55 PM »

Yeah I have not been able to reproduce the ghost-on-ghost humping action. Probably a me problem  Roll Eyes I wouldn't worry about it

Loving ghosty's new look. The inner color shifting could be used to represent player health, or score, or whatever. Coincidentally that idea reminds me of the system I've been planning for my adventure game to visualize the player character's emotions.
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maruki
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« Reply #105 on: July 21, 2017, 07:30:55 PM »


Loving ghosty's new look. The inner color shifting could be used to represent player health, or score, or whatever. Coincidentally that idea reminds me of the system I've been planning for my adventure game to visualize the player character's emotions.

We are thinking of using the fluid that way. We will also keep a more traditional HUD, though.

We also have other places to add it, for different effects, here's what we worked on recently:



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HopFrog
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« Reply #106 on: July 21, 2017, 10:54:31 PM »

Those fluid physics are awesome!  Smiley Smiley
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Thaumaturge
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« Reply #107 on: July 22, 2017, 09:53:51 AM »

That is a neat effect! I'm interested to see how you end up using it in the game (presuming that you do, of course). ^_^
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oahda
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« Reply #108 on: July 22, 2017, 11:32:03 AM »

yasss metaballs
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« Reply #109 on: July 23, 2017, 07:21:45 AM »

Such a cute project.  Gomez Gomez Gomez
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« Reply #110 on: July 23, 2017, 10:11:25 AM »

Super cool! Watching this one for sure.
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nathy after dark
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« Reply #111 on: July 28, 2017, 03:15:09 PM »

I was thinking about your fluid visual effects and realized—they don't just remind me of what I envision for my game's visualization of the player's mixed feelings. I think your system could actually be adapted to the needs of my game's Vibe core mechanic. I figured since you also make pixel art assets for others to license and use, it might be worth asking. Would you consider licensing out the code for your fluid system? PM me an email address if so!  Toast Left
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maruki
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« Reply #112 on: August 08, 2017, 02:43:37 PM »

Those fluid physics are awesome!  Smiley Smiley

That is a neat effect! I'm interested to see how you end up using it in the game (presuming that you do, of course). ^_^

yasss metaballs

Thanks guys! We are going to use them in a variety of places, mainly to imply the ectoplasm. As you can see in the gifs above, we've already started using it inside Ghosty, as his internal organs hahaha

On the gifs below you can see that they are now pixelated!





Such a cute project.  Gomez Gomez Gomez

Thank you, we aim for that!

Super cool! Watching this one for sure.

Yay! Thank you!!

I was thinking about your fluid visual effects and realized—they don't just remind me of what I envision for my game's visualization of the player's mixed feelings. I think your system could actually be adapted to the needs of my game's Vibe core mechanic. I figured since you also make pixel art assets for others to license and use, it might be worth asking. Would you consider licensing out the code for your fluid system? PM me an email address if so!  Toast Left

Really? Super cool knowing that! I just told my programmer about this, I'll get his reply and let you know! <3



Sneak peek of a mask enemy:


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maruki
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« Reply #113 on: October 14, 2017, 04:49:46 AM »

a tiny update, wip of locked doors for a few secrets in the game

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maruki
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« Reply #114 on: October 28, 2017, 09:16:06 AM »

Hi everyone!


This is the tenth Aftertile devlog entry, in one year and a half of development (since we’ve finished the jam version, more or less). In each devlog entry I hope to give you guys some insight on our creation process, decisions, and what comes out of it.

This tenth entry is about something I didn’t initially believe would be important enough to be an entry: the enemies. Those who played the proof of concept know that there are no enemies in the game, and, as the initial design documents state, it wasn’t a planned feature, because the focus was to have the players challenge the environment and the hazards at their own pace.

However, as we grew more fond of the idea of making Aftertile into a more full-fledged game, and into a vania, we decided that beings that pose a threat to Ghosty’s existence would be a beneficial addition to the game. That’s when the villain was born, and that’s when the enemies were born, and that’s when more than half of the current lore of the game was created. We created a story for the villain, we established a relationship between him and Ghosty, and we made the enemies as an extension of this relationship.





They are similar. Like mini spawns from the villain, little siblings.

So, we made the enemies resemble the main villain. They would have the player establishing a connection between them (all of them have horns, they have the same colors – they must all be from the same devil tribe) which would eventually lead to a few discoveries in the game.This decision was very fun to work with, but it gave us a handicap.

We didn’t want to kill the enemies.

I mean, really.



The imps were chubby and round, they behaved like a family. The killing feature was feeling like vacuuming a spider bro’s nest: you know it’s a spider, you know it may bite you and you don’t know which spider it is so there’s a chance it may kill you in the process, but you resist the urge of vacuuming its nest because you know that spider is your bro and it eats bugs and other insects that may/may not pose a threat to you or your pets.



The choice was made, we wouldn’t let the player kill the imps. Ghosty would restrain the imps with the power of the orbs. We still wanted, however, to give the player something to destroy, something to be killed, without remorse.

That’s when I designed the masks: true soulless spawns from the unknown depths of the Ever-Floating Comet (I have to describe it this way, otherwise I’ll be spoiling too much). They are truly heartless incarnations of darkness, that disappears when the mask is broken. These enemies will be destroyable, and no one has to feel bad about it.



While 90% of the masks are done I still intend to revisit their design for consistency purposes.

The initial imp design has undergone a few changes. Having recently replayed Castlevania SOTN and Aria of Sorrow, I decided to keep the enemies colors as a connection to the main villain, but morphing them into other shapes and beings.







A few of those are going to be homage to enemies from games I like. The round and chubby ones are still going to be featured, and they have been through a color and shape redesign.







Mind you that they have cool names, such as Lesser Imp, Greater Imp and Mephistophimp.


I’ve recently updated the rewards on our Patreon, and now every patron has access to previously +5USD exclusive content, which included timelapses and process gifs. Now all patrons have access to all content shared on our timeline. Also, if you are interested in the enemies and their design, I'll be posting brainstorm ideas of them and gif timelapses of animations very soon there.

The next devlog is going to be about the other ghosts. Thanks for reading!
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naro gamedev
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« Reply #115 on: October 28, 2017, 10:44:08 PM »

Beautiful looking game!
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nathy after dark
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« Reply #116 on: October 28, 2017, 11:53:11 PM »

Quote from: maruki
We didn’t want to kill the enemies.

I mean, really.

I remember reading that Spry Fox had the same problem with the enemy bears in Triple Town being too adorable, and come to think of it, the animators of the Pickle Rick Rick and Morty episode designing the sewer rats. They solved it by making them look more evil in both cases. I kind of like that you're leaving the cute ghosts cute and letting the player show mercy. One of the best Buddhist lessons I took to heart (I think the book was You Are Here by Thich Nhat Hanh) was that you can't control or fight your negative emotions, you have to cradle and care for them with warmth the way you would with positive emotions. They will transform on their own if it's meant to be. But I also like the idea that true unchangeable evil exists and must be fought. Those masks are looking amazing.

Sooo there's a ramble but yeah, that post connected with me. Kiss
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maruki
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« Reply #117 on: October 31, 2017, 04:08:53 AM »

Happy Halloween!




Beautiful looking game!

Thank you!



Sooo there's a ramble but yeah, that post connected with me. Kiss

Thanks for sharing this with us! It's really insightful! That's the feeling we want to go for in the game. :D
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maruki
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« Reply #118 on: November 04, 2017, 12:41:48 AM »

messing a bit with metaballs again

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oahda
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« Reply #119 on: November 09, 2017, 01:19:13 AM »

Happy Halloween!

omg <3
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