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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.
« Last Edit: May 26, 2021, 05:23:00 AM by jitspoe » Logged

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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« 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

jitspoe
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« Reply #7 on: January 09, 2020, 02:00:43 AM »

I have a Steam page up!  Still a lot left to do, but this should make it easier for people to follow development/wishlist/etc.

https://store.steampowered.com/app/1105470/Fist_of_the_Forgotten/


Also, another (really old) development compilation.  I'm so far behind on these.  Oh, well.

Compilation 6: Movement Mechanics and Sound Design
dm: https://www.dailymotion.com/video/x7nlrd6
YT:



In current news, I have gameplay up to the 2nd boss.  Still need a lot of sound and visuals for the 1st boss, but the gameplay is there.  2nd boss is just getting started -- a big 'ol spiderbot:

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essencescape
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« Reply #8 on: January 10, 2020, 04:11:06 AM »

mad props, good use of shade. looks promising! are you considering just sticking to shades of blue?
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jitspoe
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« Reply #9 on: January 10, 2020, 12:24:59 PM »

mad props, good use of shade. looks promising! are you considering just sticking to shades of blue?
Thanks!  There may be some color shifts that happen.  I have some plans for a bit of a plot twist that will likely change up the color scheme.  Might also do subtle color shifts along the way.  Need to figure out a reasonable way to handle that.
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jitspoe
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« Reply #10 on: April 17, 2020, 12:10:52 AM »

I made some menu sounds.  Different notes of a hang play as you go up and down the menu, randomly selecting higher notes if you go up and lower notes if you go down (wrapping around if it's not possible to go any higher or lower):



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« Reply #11 on: April 17, 2020, 06:12:18 AM »

I was immediately captivated by the first image in your post, it gave me heavy Portal 2 vibes, for some reason. I insist that good and interesting visual identity is essential to make one's game stand out and your game proves my point entirely.

In short, I will be following the development of FotF closely!
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« Reply #12 on: April 18, 2020, 12:10:37 AM »

A fist like that won't be forgotten any time soon lol.  But for real, I really dig the logo, and the gameplay in the trailer looks promising -- Best of luck!
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essencescape
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« Reply #13 on: April 18, 2020, 06:26:55 AM »

Such a musical menu makes me think the game will feature many more musical elements, maybe music themed gameplay even.
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« Reply #14 on: April 18, 2020, 06:36:04 AM »

Oh, that menu idea is pretty cool!

It goes quite well with a bit of simple, windy background noise. (I tried it)
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jitspoe
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« Reply #15 on: June 14, 2020, 08:53:55 PM »

Thanks for the kind words, everyone!

Here's another old twitch compilation (#7) from clips over a year ago.  I still have a lot of catching up to do:




I'm working on a video devlog for more current stuff right now.
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Ashedragon
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« Reply #16 on: June 15, 2020, 07:46:17 AM »

Really digging the visual aesthetic of this so far.
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« Reply #17 on: June 16, 2020, 06:22:48 AM »

As others mentioned, love the aesthetics! Specially considering that they also do the job of being quite cost efficient for a solo-dev. Still not easy to pull it off and you definitely did. Also, great work on the animations, and love the fist design.

The thing that caught my attention the most though is that the level traversal looks fluid, which looks really cool in the Steam trailer and in turn makes me wanna play the game!

Also great insights on the 1-year video. As someone who has been in the industry for 6 years and has indie dev as a side hobby lots of the things you mention really hit close to home. I personally have no intention on going full indie anytime soon but I always like to enjoy the ride through others, so thanks for that.

Keep up the good work!
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jitspoe
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« Reply #18 on: June 24, 2020, 03:37:29 AM »

Glad you like the aesthetics!

I've put together a proper development log video of what I've been working on in May and part of June.  Hopefully entertaining and informative!


dailymotion: https://www.dailymotion.com/video/x7ulg38
YouTube:

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jitspoe
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« Reply #19 on: September 12, 2020, 01:11:47 AM »

Put together another development log video.  Lots of progress recently: reflective water, gradient fog color, grapple redirect mechanic, new music, interaction animations, new enemy, and a bunch of other stuff!  Tried to make the video as concise and quick as possible so I'm not wasting anybody's time. Smiley

dailymotion: https://www.dailymotion.com/video/x7w4zv0
YouTube:

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