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November 21, 2019, 04:00:14 PM

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TIGSource ForumsCommunityDevLogs[RPG, 2D, PixelArt] New Anouncement: Rubikon
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Rubikon
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« on: July 30, 2019, 02:10:11 PM »



Hello World. Hello Rubikon.

Welcome to the dev blog for our project called 'Rubikon'. The team consists of three permanent members: two programmers and an artist. Additionally three people are supporting us with the game design and soundtrack.

This project started in late 2016, when my fellow student Till and I (Tony) wanted to create a dynamic Zelda-like game with more lore and depth. So we startet to develop the basics until life caught up with us and we had to take a pretty long break. But the ideas aged, like a good wine, started to make sense and we always wanted to finish this project.

Since this year we restarted our efforts and got support from Tills colleague Torben, who instantly fell in love with our idea and startet to visualize them.

Our focus lies on a demo video, which we are creating for the upcomming kickstarter campaign. This demo will be played by us at the current state of development and without mock-ups.
 

Stay tuned for first screenshots and details about our world.


Main ingredients

  • Start at Zelda - A Link to the Past
  • Expand the world massively
  • Add hundreds of NPC's (humans and animals) for a living world
  • Add to factions with thousands of soldiers
  • Spice it up with some kind of GoT like story (before season 6!)
  • Let them wage war with dynamic warfare
  • Insert a mysterious relict
  • Add some fantasy elements à la Princess Mononoke
  • Decelerate everything slightly like Journey
  • Season it with a bit Dark Souls melancholy
  • Add the player and choose your destiny
  • Let the war begin!

https://rubikon.dev/
https://www.reddit.com/r/Rubikon_Game/
https://fb.me/RubikonTheGame
« Last Edit: August 24, 2019, 12:35:21 AM by Rubikon » Logged
Rubikon
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« Reply #1 on: August 15, 2019, 10:34:34 AM »

Rubikons recipe

Main ingredients

    Start at Zelda - A Link to the Past
    Expand the world massively
    Add hundreds of NPC's (humans and animals) for a living world
    Add to factions with thousands of soldiers
    Spice it up with some kind of GoT like story (before season 6!)
    Let them wage war with dynamic warfare
    Insert a mysterious relict
    Add some fantasy elements à la Princess Mononoke
    Decelerate everything slightly like Journey
    Season it with a bit Dark Souls melancholy
    Add the player and choose your destiny
    Let the war begin!

https://rubikon.dev
https://www.reddit.com/r/Rubikon_Game/
https://fb.me/RubikonTheGame
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Rubikon
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« Reply #2 on: August 15, 2019, 10:36:03 AM »

We approach. A productive week lies behind us:

Visuals

    Deciduous Trees for the camp added with animating treetops
    2nd scene sketch
    2nd scene scribble in progress

Code

    Enemy block and pursuit in progress
    Camp asset setup
    Humanoid shadows
    AI looking for seat nearby and sits down
    AI movement refactoring. Was looking for shortest route in the 8-way-movement, but that looked weird and jittered. AI now heading towards target until the next possible direction change leads directly to it.
    Tree prefabs
    AI input refactoring. AI now moves via target position instead of desired direction.
    Shadows fade slightly in the clouds shadows
    Dynamic Post Processing. Areas can be declared bright, sober, dark wood etc which affects the post exposure / saturation / contrast of the camera.
    Horizontal arrow shooting refactored. Added air drag, improved collision.
    Vertical arrow shooting in progress

Videos will follow as soon as we have our animated main character.
Don't miss #ScreenshotSaturday and check out our new homepage!

https://rubikon.dev
https://www.reddit.com/r/Rubikon_Game/
https://www.instagram.com/rubikongame/
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Rubikon
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« Reply #3 on: August 15, 2019, 10:37:14 AM »

Take a look at our first gameplay teaser video on YouTube!






https://rubikon.dev
https://www.reddit.com/r/Rubikon_Game/
https://www.instagram.com/rubikongame/
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Rubikon
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« Reply #4 on: August 16, 2019, 05:09:52 AM »



« Last Edit: August 16, 2019, 05:27:12 AM by Rubikon » Logged
Rubikon
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« Reply #5 on: August 17, 2019, 07:26:39 AM »

For this weeks Screenshot Saturday we present you our second location: The old mill. Down by the creek and over the old bridge lies the home of a lonely old, broken farmer, tending to his crops and waiting for the fall.

It is the second stop the player reaches in our gameplay demo. We tried to create a solitary and melancholic atmosphere here, do you think we managed? What detail do you like, what gives you the feels?

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Rubikon
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« Reply #6 on: August 23, 2019, 02:51:29 PM »





Last week was mainly influenced by shader work and bringing the mill to life.

The sunset hits the land when we arrive the farm. But there is nobody home yet...
Maybe our real character will find him on next #ScreenshotSaturday?

Check out our second scene with weather effects.

 

https://rubikon.dev/
https://www.reddit.com/r/Rubikon_Game/
https://www.instagram.com/rubikongame/
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Rubikon
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« Reply #7 on: August 25, 2019, 09:41:37 AM »

Week In Review: ‘The Mill’ and shaders, shaders, shaders…

Let’s bring you up to date with our weekly summary!

Visuals

    Second scene ‘The Mill’
    Main character design and animation in progress
    Sprite distortion via shaders for dynamic wind visualization
    Shader for 3D mist effect
    Dithering shader for new field of view visualization

Unity

    Implementation of our second scene
    WeatherManager refactoring
    Manual and dynamic weather feature
    LockDirection feature for upcoming combat system
    Learn the ropes of shaders
    Several fixes and minor improvements
    Combat system performance boost
    Combat system in progress
    Character editor in progress

Check out our recent weather teaser and don’t miss our main character revelation on next #ScreenshotSaturday! Take care!

https://rubikon.dev/
https://www.reddit.com/r/Rubikon_Game/
https://www.instagram.com/rubikongame/
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Rubikon
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« Reply #8 on: August 31, 2019, 04:47:18 AM »



This week we spent some time figuring out our main character Ketu. A rogue-ish and agile person, grown up on the road, travelled from far away to finally find some answers. But answers to what questions? Well, we won’t tell you yet Wink

“But can’t I play as a woman instead” you ask? We got you covered. Customization options are already planned, to enable you to change up your character to fit your taste. Neat, isn’t it?

https://rubikon.dev/
https://www.instagram.com/rubikongame/
https://www.reddit.com/r/Rubikon_Game/
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Rubikon
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« Reply #9 on: September 07, 2019, 02:22:43 AM »





Today we'd like to present your our current state of the lighting system:

    Real time shadows are evaluated by the sun direction and fade out within the created mesh
    Lightmaps bring dynamic lighting into the sprites
    A special shader let sprites receive lighting and shadows

https://rubikon.dev/
https://www.reddit.com/r/Rubikon_Game/
https://twitter.com/GameRubikon
https://www.instagram.com/rubikongame/
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ScribblyLines
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« Reply #10 on: September 09, 2019, 06:38:38 PM »


Woah this is visually stunning  Kiss, great work so far. Will definitely look forward to seeing what you have in store in the future!
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Rubikon
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« Reply #11 on: September 14, 2019, 06:50:27 AM »



At this saturday, I (Tony) would like to share my tribute to a very special friend of mine: Norbert. There has never lived a more loyal little fella. I will not forget you, RIP.

https://rubikon.dev/
https://www.reddit.com/r/Rubikon_Game/
https://twitter.com/GameRubikon
https://www.instagram.com/rubikongame/
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Rubikon
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« Reply #12 on: October 05, 2019, 05:25:28 AM »

The past few weeks have been used for every coders favourite task: refactoring! In simple words: we took our working features and revised them with new knowledge and better performance. This is intense work with no visual outcome, but utterly necessary to keep the performance and project architecture in good shape.

Visuals

    House interiour
    Toilet interiour
    Main character walk animation sketch
    Main character animation in progress
    Water shader with moon reflection in progress

Code

    NPC sight with obstacle consideration
    NPC sight memory
    Sprite management refactored
    Mist shader refactored
    Sprite override (when equip armour) refactored
    AI refactoring
    AI tasks
    Baked pathfinding paths
    Pathfinding grid refactoring
    Pathfinding A* refactoring in progress

https://rubikon.dev/
https://www.reddit.com/r/Rubikon_Game/
https://twitter.com/GameRubikon
https://www.instagram.com/rubikongame/
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Rubikon
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« Reply #13 on: October 05, 2019, 07:56:28 AM »

This week we worked on rough versions of walk & run animations for our main character. We are pretty happy with the general movement, so far. What do you think?




https://rubikon.dev/
https://www.reddit.com/r/Rubikon_Game/
https://twitter.com/GameRubikon
https://www.instagram.com/rubikongame/
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Rubikon
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« Reply #14 on: October 12, 2019, 03:19:52 AM »

This week we spent some time in #aseprite and brought our main character to life. Look at him go

https://www.gamedev.net/uploads/monthly_2019_10/ScreenshotSaturday10.gif.68d8a031f13195eb59be5fa06c706d02.gif

https://rubikon.dev/
https://www.reddit.com/r/Rubikon_Game/
https://twitter.com/GameRubikon
https://www.instagram.com/rubikongame/
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Rubikon
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« Reply #15 on: October 26, 2019, 02:34:22 AM »

#ScreenshotSaturday: Movement Level Up!

Character Leg Animator
This saturday, we’d like to present you our new animator system. In a brainstorming, we decided to split the character in several animators, like the leg animator which you see above. This way we are able to perform mixed animations like walking backwards and strafing. Combats will be much more dynamic and challenging. Last but not least, you will be able to customize your character in every corner


https://rubikon.dev/
https://www.reddit.com/r/Rubikon_Game/
https://twitter.com/GameRubikon
https://www.instagram.com/rubikongame/
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Rubikon
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« Reply #16 on: November 08, 2019, 08:46:48 AM »

Take a look at our controller key bindings! It's basically based on Dark Souls because we love the fluent and intuitive control experience.
If your sword is sheathed, your character will draw it with a strike input first. You will also be able to perform a thrust attack while running.

There are a lot more dependencies but all in due time Wink



https://rubikon.dev/
https://www.reddit.com/r/Rubikon_Game/
https://twitter.com/GameRubikon
https://www.instagram.com/rubikongame/
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Rubikon
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« Reply #17 on: November 16, 2019, 05:13:44 AM »



We are slowly but surely chipping away on our character animations. Here is a rough preview of our light attack animation. You will be able to attack with a single hit, a combo or a heavy attack later on. What do you think?



 

https://rubikon.dev/
https://www.reddit.com/r/Rubikon_Game/
https://twitter.com/GameRubikon
https://www.instagram.com/rubikongame/
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« Reply #18 on: November 16, 2019, 10:33:47 AM »



We are slowly but surely chipping away on our character animations. Here is a rough preview of our light attack animation. You will be able to attack with a single hit, a combo or a heavy attack later on. What do you think?



 

https://rubikon.dev/
https://www.reddit.com/r/Rubikon_Game/
https://twitter.com/GameRubikon
https://www.instagram.com/rubikongame/




I think that you have a very talented artist, or group, working on these animations, and so I respectfully offer these critiques:

My current interest is that I want to comment on the light attack animation:
When you are to swing a small sword such as that, you would not let the sword cross the body.
In the slash crossing the body, the swinging arm has significantly less range of motion.
As it is in the animation, the sword starts in the air on the opposite side of the body that the slash ends.
The most appropriate and comfortable motion to slash is actually outward:
The sword would start raised in front of the face at a slight angle and then drawn down and outward.
If you have a machete at home, you can try this yourself by going out and trying to cut down some brush.
If you were to slash 'inwardly' it would only be so far as the target of the strike is directly in front of the person and then it would be a 'downward slash' more so than a diagonal slash across.

Secondly the most broad critique is that I would guess you could add up to 3 more colors per object, including the logo, else the style suffers from flatness.  When I say colors, I suppose I mean variance in color, tone, or shade, and combinations, but up to 3 more levels of variance.


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