Rubikon
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« on: July 30, 2019, 02:10:11 PM » |
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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
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« Last Edit: August 24, 2019, 12:35:21 AM by Rubikon »
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Rubikon
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« Reply #1 on: August 15, 2019, 10:34:34 AM » |
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Rubikons recipeMain 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.devhttps://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 » |
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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.devhttps://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 » |
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Rubikon
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« Reply #4 on: August 16, 2019, 05:09:52 AM » |
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« Last Edit: August 16, 2019, 05:27:12 AM by Rubikon »
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Rubikon
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« Reply #5 on: August 17, 2019, 07:26:39 AM » |
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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 #7 on: August 25, 2019, 09:41:37 AM » |
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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 » |
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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 “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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ScribblyLines
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« Reply #10 on: September 09, 2019, 06:38:38 PM » |
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Woah this is visually stunning , 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 #12 on: October 05, 2019, 05:25:28 AM » |
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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/GameRubikonhttps://www.instagram.com/rubikongame/
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Rubikon
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« Reply #14 on: October 12, 2019, 03:19:52 AM » |
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1000h
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« Reply #18 on: November 16, 2019, 10:33:47 AM » |
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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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Rubikon
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« Reply #19 on: December 07, 2019, 11:50:03 AM » |
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I think that you have a very talented artist, or group, working on these animations, and so I respectfully offer these critiques: [...]
Thank you for your feedback. I am going to present it to our team and we will discuss it in our next meeting. After that, I'll come back to you with our thoughts
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