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October 20, 2019, 12:44:14 PM

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TIGSource ForumsCommunityDevLogsFist of the Forgotten
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jitspoe
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« on: March 22, 2019, 01:51:33 AM »


Fist of the Forgotten is a 2.5D momentum-based, precision, combat platformer I'm building in the Godot engine.
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jitspoe
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« Reply #1 on: March 22, 2019, 01:51:47 AM »

Hey, figured I'd start a devlog here.  I only recently found out about this community, so my project has been underway for a few months.  I'll go ahead and share a screenshot of what it looked like around 7 months ago:



Now it looks like:





I'm using the Godot engine + Krita + Blender.  Most of the content is 3D, but I wrote a shader for the silhouette aesthetic.  The movement is very momentum based.  You can slide down hills to gain speed, and the fist can be used for both combat and movement.  I'm trying to make the character movement as smooth and solid as possible.

Still a long way to go, but I'm streaming the development every weeknight at 7PM Eastern if anybody wants to watch it progress: https://twitch.tv/jitspoe/

This is my first solo indie project (after around 10 years professionally in the industry), so I hope I can pull this off and continue to bring my visions to life!
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ChrisLSound
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« Reply #2 on: March 22, 2019, 07:00:56 AM »

Oh wow, this looks gorgeous! Loving the atmosphere. Can't wait to learn more!
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mihaipuiucernea
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« Reply #3 on: March 22, 2019, 11:53:51 PM »

This looks pretty awesome.

As someone who's started using Godot recently, I'd love to know more about your work process and how you achieved this.
Did you use an existing Godot framework/tutorial as the basis for your game? Or did you start from scratch? If you started from scratch, might telling me how you made it?

And I love the silhouette aesthetic.
Also, are those background trees based on real photos and edited in Krita? Or did you make them in Blender/Krita?

In any case, this looks very good and the fact that you're using Godot is even more interesting, at least for me.
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jitspoe
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« Reply #4 on: May 27, 2019, 02:49:41 PM »

Thanks for the complements!

This looks pretty awesome.

As someone who's started using Godot recently, I'd love to know more about your work process and how you achieved this.
Did you use an existing Godot framework/tutorial as the basis for your game? Or did you start from scratch? If you started from scratch, might telling me how you made it?

And I love the silhouette aesthetic.
Also, are those background trees based on real photos and edited in Krita? Or did you make them in Blender/Krita?

In any case, this looks very good and the fact that you're using Godot is even more interesting, at least for me.

I started from scratch after tinkering with the 3rd person demo for a bit.  It's fairly easy to get things up and running in Godot, which is one of the things I love about it.  While I don't have anything detailed explaining how I built it from the ground up, I do have a couple twitch stream highlight compilations here that show the beginnings of the development:

Compilation 1:
https://www.dailymotion.com/video/x75hnii




Compilation 2:
https://www.dailymotion.com/video/x77g4na




The trees are kind of an interesting case, as I'm using the RGB channels as parallax layers to make them look more 3D.  The red and green channels move as though they're layers in front of the blue channel.  I'll have to post some videos/gifs of them later.  That shader is actually being rewritten at the moment.  Here's what the texture looks like:


I tried a few different methods.  First 3 on the left are drawn.  Then there are 2 where I took a photo and tweaked curves to get a silhouette and did some cleanup.  The last one I traced over a photo to get something realistic but not so clumpy.  The photo-sourced ones tended to have solid splotches with not as much detail.  I think tracing over yields the best results.

Textures are applied to a simple mesh (almost a quad, but I have a few extra verts in there to allow for swaying) that is placed in 3D space.

If you have any other questions or want to keep up with the current development, feel free to swing by the live stream.  I stream weeknights 7PM-Midnight Eastern time: https://twitch.tv/jitspoe/
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jitspoe
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« Reply #5 on: June 28, 2019, 12:47:30 AM »

Put together another development stream compilation video (still really old stuff.  Lots of catching up to do).  The ending is pretty entertaining, though. :D

Compilation 3:
dm: https://www.dailymotion.com/video/x7bkhpk
YT:




In more current news, I'm working on creating more art assets for the first levels and making the environment look more natural:





Also working on the first boss battle.  Not worth posting a screenshot of that, yet, since it's mostly boxes.  Prototyping the gameplay.  Art and animation will come later.
« Last Edit: October 10, 2019, 01:16:07 AM by jitspoe » Logged

jitspoe
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« Reply #6 on: October 10, 2019, 02:05:58 AM »

Still just churning away at the game.

I did an open and honest 1-year indie recap video here, covering some financial things like cost of living, how many sales I'd have to make to break even, as well as some brief updates on the game.  You might find that interesting:



I also have some more old twitch highlight compilations here:

Compilation 4: "Fun" with rigging and soft body physics:
https://www.dailymotion.com/video/x7hd87i




Compilation 5: The Wolf and the Hair
https://www.dailymotion.com/video/x7llxaz
https://www.youtube.com/watch?v=z4RtD9DhniU


In more current updates, I'm working on the art for a level where most of the level is a gigantic robot:


If anybody is interested in play testing, I have a mailing list signup on https://fistoftheforgotten.com/ -- I might start some very early alpha testing soon.
« Last Edit: October 10, 2019, 02:12:20 AM by jitspoe » Logged

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