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TIGSource ForumsCommunityDevLogs✨Anodyne 2: Return to Dust✨ Releasing 8/12!!
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Author Topic: ✨Anodyne 2: Return to Dust✨ Releasing 8/12!!  (Read 22443 times)
melos
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« on: July 12, 2018, 10:38:11 AM »

Anodyne 2 is releasing on August 12th, 2019!!

https://store.steampowered.com/app/877810/Anodyne_2_Return_to_Dust/
https://sean-han-tani.itch.io/anodyne-2

Play as Nova, the Nano Cleaner, who is tasked with collecting dangerous Nano Dust growing throughout New Theland, which then must be returned for recycling to a mysterious entity, only known as the "Center".

Walk or ride across a lush, moody 3D world. Discover strange characters and places. Shrink into characters and collect Nano Dust through 2D, vignette-style gameplay, reminiscent of Anodyne and more.

Discover the true nature of the Nano Dust, Nova, and The Center, in Analgesic Productions (Marina Kittaka and Sean Han Tani)'s new game!!! The follow up to Anodyne and Even the Ocean.

Watch the trailer:



Wishlist it on Itch.io and Steam!

Join the Analgesic Productions newsletter!

Coming 2019 for Windows, Mac and Linux. Hopefully console too. We'll see!

As always, Marina and I are on Twitter:

Marina: https://twitter.com/even_kei
Me: https://twitter.com/sean_HTCH




« Last Edit: August 06, 2019, 07:33:17 AM by Sean Han Tani » Logged

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melos
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« Reply #1 on: July 12, 2018, 10:40:08 AM »

Here is the first devlog post - https://sean-han-tani.itch.io/anodyne-2/devlog/38164/001-announcing-anodyne-2

A second one's coming soon! Feel free to ask any questions.

Also, there's an Analgesic Productions YouTube Channel now, so be sure to subscribe - I'm going to post a Q&A video soon.
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« Reply #2 on: July 12, 2018, 11:12:23 AM »

Hi! This looks really nice!
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SolS
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« Reply #3 on: July 12, 2018, 11:19:09 AM »

Looks great! Really loving that 2d gif and the game overall looks very interesting.
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sidbarnhoorn
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« Reply #4 on: July 13, 2018, 09:35:47 AM »

Awesome!!  Smiley
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Siddhartha Barnhoorn
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archgame
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« Reply #5 on: July 13, 2018, 06:23:28 PM »

First saw this on waypoint, really glad to see it pop up on tigsource and itch.io. Looking forward to seeing the development process! <3

I'm really curious about the play between 2D and 3D?
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Biijii
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« Reply #6 on: July 13, 2018, 06:27:49 PM »

What are you using to model the 3D stuff? I like the aesthetic.
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melos
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« Reply #7 on: July 13, 2018, 06:48:59 PM »

Hi! This looks really nice!
Looks great! Really loving that 2d gif and the game overall looks very interesting.
Awesome!!  Smiley

Thanks!! Glad you all like it so far.

For a blast to the past, you can see the Anodyne 1 Devlog from 6 years ago, lol.
https://forums.tigsource.com/index.php?topic=26260.0


First saw this on waypoint, really glad to see it pop up on tigsource and itch.io. Looking forward to seeing the development process! <3

I'm really curious about the play between 2D and 3D?

Thanks! We're keeping quiet about the details of the 2D and 3D, but the gist it is you shrink into NPCs standing around 3D environments, and explore them in 2D. A rough but not totally accurate analogy is jacking into places in Mega Man Battle Network. More info to come!

What are you using to model the 3D stuff? I like the aesthetic.

Character models and complicated things tend to be Blender, but much of the game is being modeled in Unity with ProBuilder and occasionally RealtimeCSG. We render the camera to a small texture to get the rough, pixely feel as well as keeping the textures and models low resolution.
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Alec S.
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« Reply #8 on: July 13, 2018, 08:24:13 PM »

Lookin' good
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giannis
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« Reply #9 on: July 13, 2018, 10:52:40 PM »

Awesome, I was excited to see the trailer on twitter. The 3D look is perfect, looking forward to your updates.
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melos
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« Reply #10 on: July 14, 2018, 07:26:26 AM »

Lookin' good

Thanks Alec!

Awesome, I was excited to see the trailer on twitter. The 3D look is perfect, looking forward to your updates.

Thanks! I'm trying to get a Q+A video + a devlog update this weekend. Schedule is tight as I'm travelling in a week (though I'll be working once settled in) and we are trying to get a demo done by the end of this month for business reasons!
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melos
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« Reply #11 on: July 16, 2018, 12:36:23 PM »

Devlog [002]

2D, Revealed!

The past month we've focused on getting the 2D gameplay up and running, as well as creating some 2D art. We posted a glimpse of the art last week.



https://twitter.com/sean_HTCH/status/1017442460170010629

What can we discern from this GIF....?

1. It appears some objects may be dangerous!

2. Nova becomes some kind of vacuum robot, who can suck and shoot things!

3. Is that the slime from Anodyne 1?

4. Hmm, this art style looks familiar...

5. ...and so does the size of the screen.


How will this figure into the story and gameplay... ? What are the circumstances under which you enter 2D? You'll have to wait to find out!

New Challenges

The coding has been interesting, while much of it is familiar due to Anodyne 1, a large difference is carrying around and shooting objects and enemies, which requires a more complex code architecture. Some objects have to respawn when you leave the screen, but what if you shoot an object offscreen? Should it disappear or stay on the next screen? Luckily, Unity makes it relatively easy to manage.

Music

I've also worked on a few music drafts. I have not shared all of them, but you can get a small taste of the audio direction for Anodyne 2 here: https://soundcloud.com/seagaia/anodyne-2-ost-r1marchdraft-1 .

Figuring out the 'sound' for Anodyne 2 has been a little challenging. There's a number of factors at play - what I'm musically interested in, the needs of the game, and fan expectations. Therefore I chose a direction which uses instruments from 90s sound chips (like Anodyne), and I am avoiding reverb when possible. If you've played All Our Asias, the music will be more melody focused than that, probably less ambient. There's an active focus on simple memorable melodies.

Current Goals

We are working on a non-public playable alpha for business reasons. This involves getting the first 15 minutes or so of the game working, so there's been a lot of code architecture improvements to make room for the many things we'll implement. We've also had to think about the UI, how saving should factor into level design, the flow of dialogue and cutscenes, transitions from 2D to 3D, as well as designing some 3D spaces and creating new and revising old dialogue.

Mixing 2D and 3D together has been challenging but we think you will enjoy the way in which we unite the two.
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Rarykos
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« Reply #12 on: July 16, 2018, 12:48:51 PM »

woah anodyne 2, I don't believe this!

super cool to see you working on it!

kinda interesting the mix of 2d/3d, but I hope it's a worthy sequel with more cute, simple, clever gameplay from anodyne and not just a tech demo :D
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melos
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« Reply #13 on: July 17, 2018, 09:21:16 AM »

woah anodyne 2, I don't believe this!

super cool to see you working on it!

kinda interesting the mix of 2d/3d, but I hope it's a worthy sequel with more cute, simple, clever gameplay from anodyne and not just a tech demo :D

Thanks! Glad you're interested and that you liked Anodyne 1. I also wanted to add it is slightly rude to suggest the game is merely or will be a tech demo, it is our intention to release the game.
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« Reply #14 on: July 17, 2018, 09:42:03 AM »

This looks really fantastic. Can't wait to see more!
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« Reply #15 on: July 18, 2018, 10:46:29 AM »

Awesome!!! Addicted Crazy I'm a big fan of both Anodyne and Even the Ocean. Can't wait to play this. Good luck! Toast Left
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melos
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« Reply #16 on: July 19, 2018, 06:36:59 AM »

Thanks all! We'll have something to share sometime next week.
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« Reply #17 on: July 19, 2018, 04:58:11 PM »

 Screamy

the low poly is so good i was super hyped when i saw it originally posted on twitter

not sure how i feel about the 2d/3d mix yet but that is partially cuz the 3d artstyle is so dope
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melos
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« Reply #18 on: July 21, 2018, 06:24:37 AM »

Thanks! The 2D is similar to Anodyne, the 3D is similar to what you've seen so far. To my knowledge no other games have combined 2D and 3D in the way we are planning, at least not at this scale. It's possible it's happened in shorter experimental games, of course. So we are breaking some new ground there design-wise; I think the way they combine will make sense once we reveal how they connect.
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melos
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« Reply #19 on: July 29, 2018, 06:36:00 AM »

Working on a number of things recently, in particular the intro area for the demo we want to finish soon. The way I approached it was, after knowing the things the level design required (NPCs, etc), I made a to-scale model of it with ProBuilder then ran around in it to make sure the viewing angles and scale felt right.




When it came time to texture it I tried recreating it in Unity's terrain. However Unity terrain has terrible distortion near vertical walls and diagonal edges, and covering it up would be needlessly time consuming. So I ended up polishing the final probuilder model more, which we'll texture.

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