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TIGSource ForumsCommunityDevLogsBreeze in the Clouds - An Action/Adventure game about a Dog fixing the Weather
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Author Topic: Breeze in the Clouds - An Action/Adventure game about a Dog fixing the Weather  (Read 6292 times)
CorgiCommander
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« on: February 20, 2017, 07:45:47 PM »

I've known of TIG for quite some time now, and it's almost sad how long it's taken me to begin a devlog for this project on here, so I figured I'd finally start one up.



BACKGROUND

Breeze in the Clouds' development began around the end of 2011 originally as a 3D platformer with not much behind it, design-wise. I was relatively new to development during that time, outside of some general knowledge of Game Maker, and a year or so experience in Unity. I kept that going for a year or two, ran a considerably empty and embarrassing Kickstarter, and decided ultimately that 3D wasn't the way to go for this project (as well as learning a bit of the struggle of asset creation when you're rather new to 3D art and not having much of a viable budget)



SWITCHING THINGS UP

Feb 2014: I decided to switch to a 2D focus. Surprisingly, I got some rather positive feedback from talking about what changes that could bring to the game, but at the same time, that kind of sent me back to the drawing board when it came to what the game would be about.

There was already a rather outlined world, lore, character design sets and general design elements, but the gameplay, of course, would need to be altered completely, and assets were at that point would need to now be transitioned to 2D.

Most of my Late 2014-Early 2016 were spent working on other projects, moving to a different state, and getting acclimated with changes in my job. (I also released an app called Calcusaurus during that time with my programming partner).



I was eager to get working on Breeze again, so I started reaching out to 2D artists to help out on the animation and art direction side. I’ve been writing many of the core systems for the game over the last few months, and prototyping to test out some ideas.


SO WHAT'S THE GAME NOW?

Okay, fine Smiley

Breeze in the Clouds is an action RPG about a Corgi named Breeze that ends up in the weather realm during a time of crisis and ultimately becomes involved with restoring it.

Many of the characters that join you are entities of weather that work on keep things in the sky functions going.
I’m going for an open RPG structure with influences from Mario & Luigi, Mother 3, and some more traditional RPGs for combat, as well as some metroidvanian influences for game worlds.

Can't wait to post more progress on this project as I begin to prep some screenshots of development, etc.
« Last Edit: February 24, 2018, 10:55:51 AM by CorgiCommander » Logged

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Breeze in the Clouds DevLog
https://forums.tigsource.com/index.php?topic=59947
FNKVSSL
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« Reply #1 on: February 20, 2017, 09:09:56 PM »

Whoa, this is adorable! That city in the clouds is inspired. Show us more.
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CorgiCommander
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« Reply #2 on: February 20, 2017, 10:25:32 PM »

Here's some additional concept art pieces for some of the first areas of the game.



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Breeze in the Clouds DevLog
https://forums.tigsource.com/index.php?topic=59947
TonyManfredonia
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« Reply #3 on: February 21, 2017, 05:57:13 AM »

Holy. Cow. Well this is a diamond in the rough! It's incredible to see something so polished on these forums. Great work!

The animation reminds me of Miyazaki films, truly.

:D
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CorgiCommander
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« Reply #4 on: February 21, 2017, 06:12:59 AM »

Thanks! I'm still rather new to animation, but being compared to Miyazaki already is pretty nice Wink
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« Reply #5 on: February 21, 2017, 06:58:07 AM »

Oh boy, the animations and art are really really neat!
Tell more to us about the game! Smiley
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« Reply #6 on: February 21, 2017, 08:42:06 AM »

Seconded. MORE INFO! Wink

But seriously, I can't wait to learn more!
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CorgiCommander
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« Reply #7 on: February 21, 2017, 09:17:43 AM »

Haha, in time, I'll definitely be sharing more Wink

I've taken a game-jam agile approach when it's come to design and feature implementation!

Originally when I moved it to 2D, the game was turning out to be a beat-em-up Metroidvania type game (as opposed to a 3D platformer that was a bit of a brawler), but then after playing a lot of hack-and-slash beat-em-up games in over and over, it got kind of tiring and repetitive. I wanted the game to have more of an exploration feeling, and well as a sense of discovery and using accumulated knowledge of lore and exercise to keep the player learning and growing, so moving more into an adventure RPG seemed like a better bet!

There's also a lot of characters designed, and before, they weren't really used for anything outside of story and filling in the background.

I'm planning on having a lot of characters having different attack options in battle to make them generally unique, based around different weather attributes.

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« Reply #8 on: February 21, 2017, 09:35:30 AM »

This looks exciting!
The art is great, I hope the gameplay will be on par :D
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CorgiCommander
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« Reply #9 on: February 21, 2017, 10:03:32 AM »

Here's a WIP of implementing an overworld to side scrolling transition. The idea is that there is an overworld layer, as well as a sidescrolling layer.



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« Reply #10 on: February 21, 2017, 03:53:37 PM »

I remember your game from a long time ago! I hope Aivi is still doing the music!
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« Reply #11 on: February 21, 2017, 04:53:50 PM »

She's definitely a busy one these days working on Steven Universe and a ton of really cool indie games! Guess we'll see what the future brings as far as her items on the tracklisting Wink
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« Reply #12 on: February 21, 2017, 05:10:35 PM »

This look great, the chara design is really cool !
I wonder, how many are you working on this game ?
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« Reply #13 on: February 21, 2017, 05:22:07 PM »

Full time (ish), mostly me, my co-partner is working on our other project. I've contracted artists here and there. Been struggling to maintain a core team long term, but hoping a successful crowdfunding re-attempt will help out with that maybe. It's given me a chance to pick up on certain skills for sure. I'm primarily a programmer and a designer, but I can do art if needed (not the fancy background art, but some animation and character art)
« Last Edit: February 21, 2017, 06:00:23 PM by CorgiCommander » Logged

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Breeze in the Clouds DevLog
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« Reply #14 on: February 21, 2017, 11:53:00 PM »

Here are some overworld dialogue window tests using some placeholder graphics. I've reworked my dialogue system more recently and will share that too!





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« Reply #15 on: February 22, 2017, 03:12:55 AM »

Oh yeah the first one is very cool ! =D How does it work, do the place holders graphics automatically resize with the size of the screen or do they stay the same ?
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« Reply #16 on: February 22, 2017, 08:18:29 AM »

Oh yeah the first one is very cool ! =D How does it work, do the place holders graphics automatically resize with the size of the screen or do they stay the same ?

Currently, they are a fixed size. I may consider scaling options, but right now, I'm loading a prefab of a fixed size, and loading the text content into it, taking into account a number of characters going into it, and making sure I don't overshoot!
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« Reply #17 on: February 22, 2017, 08:46:07 AM »

Lovely art, and it's not even done yet!
Gonna keep an eye on this one, very promising Smiley
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« Reply #18 on: February 22, 2017, 08:49:02 AM »

Woah! What a climatic masterstroke! Kiss Reminds me of old animated movies, somehow nostalgic.
Textboxes without this white outline look better IMHO
Good, it evolved from the beat-em-up. New gameplay direction seems to be more unique.
Can't wait to see more!
« Last Edit: February 22, 2017, 09:10:21 AM by farplane02 » Logged

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« Reply #19 on: February 22, 2017, 09:15:07 AM »

Woah! What a climatic masterstroke! Kiss Reminds me of old animated movies, somehow nostalgic.
Textboxes without this white outline look better IMHO
Good, it evolved from the beat-em-up. New gameplay direction seems to be more unique.
Can't wait to see more!


Old animated movies and cartoons are definitely a major influence! Replicating and modernizing the feeling has definitely been a task! I hope that the battle system I have planned maintains a blended feeling of cinematic flow, with the variety of a traditional JRPG.
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Breeze in the Clouds DevLog
https://forums.tigsource.com/index.php?topic=59947
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