Looks outstanding. Great animation work!
Oh, wow, the render is already looking really good, love those houses, can't wait to see the final painted up version! Those animations do so much too.
The animations are beautiful and the birds add such a great sense of scale to the scene. You have already accomplished a lot for the 6-month mark, keep the spirits up!
Thank you
Corazondrone,
Prinsessa, and
Alain! I appreciate all the encouragement and kind words. Glad everyone is liking the direction of the art and animation.
DEVLOG XIV - New Characters & EnvironmentsWelcome to April! Today's devlog is more of a general status update. In a bit of an exciting window of time where progress is being made everywhere. Gamedev is all about ebb's and flow's, and we're definitely in a bit of a flow right now. Things are continuing to move along multiple fronts, so I'll try and provide some short updates around each of the areas we're progressing in:
-UNITY UPGRADE-
The game is built in Unity and I had originally set up the prototype in a stable (2019) build that I've used for other projects. With 2019 being supported with monthly fixes until May, 2022, I decided it might be time (while the game is still relatively young) to upgrade to the newest version in 2021. The biggest challenge thus far has been that Unity officially moved away from 'Bolt' visual scripting as a package after 2020 and just integrated it directly Unity 2021 as 'Visual Scripting'. It's essentially still the same thing, just with a face-lift and now integrated by default. The challenge is that as a visual scripting developer, this effectively broke everything I had done in Bolt. It's something I should have looked into
BEFORE I made the update, but you live and learn. Luckily, a lot of the features were relatively easy to rebuild.
As part of the update, I'm also implementing Cinemachine for the camera system. I'd been using a bit more of a homebrewed solution in the past and was not happy with it. So while I've been rebuilding things, I went ahead and made that change and thus far I'm very happy with the results.
-CHARACTER ART & ANIMATION-
Our character artist, who had been away moving across the globe, is finally back. And it's exciting to see more characters start to make an appearance. This is one area where we have been slower, so it's a big relief to finally start making progress on these fronts. Below are two of the newest character that have been completed:
Hedgenettle, a brave young buck, who is looking to establish himself in the warren as a leader (and getting the respect the comes with it). While filled with good intentions, his own goals tend to get in the way of what is best.
Oxalis is one of the oldest and largest rabbits in warren. He was once a famed warrior who now just wishes to be left in peace and quiet.
Hedgenettle & Oxalis
We're also getting more characters rigged and animated, so I'll probably dedicate the next devlog to taking a look at some of the new character animations. More to come on that front soon.
-ENVIRONMENT ART-
We're continuing to plow through environments at a relatively quick pace, knocking out around 2 per month, which means we should be able to complete all the environments this year if we continue at our current pace. These are pretty time-intensive pieces, so we're trying not to rush these while also doing our best to keep them coming on a consistent basis. We're also actively animating the environments as they're completed, so we're well on track to start implementing the environments into their own scenes once we start 'actual' development. Side note: The Warren Market is perhaps the most complex environment in the game, so the artist was quite relieved to finally knock that one out.
The Finished 'Warren Market'
Farmland Rough Concepts
-UI/UX UPDATE-
We're also doing a bit of an overhaul to the UI/UX of the prototype and have been concepting out some ideas for the UI over the last few weeks. Think we're getting close to actually starting to finish those ideas up and start implementing it as I finish up the 2021 Unity rebuild. Transparently speaking, I'm not sure if the overhaul we're currently doing is going to be the final UI. More than likely, it will not be. But, it will be a lot cleaner than what I have been using as a placeholder and is definitely a step in the right direction. I will try to feature the updated UI in a future devlog, so more to come on all that.