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TIGSource ForumsCommunityDevLogsRIN: The Last Child - dark fairytale Metroidvania
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karahara
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« Reply #20 on: November 30, 2022, 04:07:06 AM »

Devlog #7 - Monsters & Creation process 2


Hey guys!

The 3rd part of the Devlog about monsters and the process of their creation is finally here!

In the meantime, we have released a Demo of RIN that you can download for free on Steam. Thank you very much for playing and for your feedback! (We addressed some of the comments and have already introduced some improvements!)

Now let’s move on to the last part of the monster’s Devlog. In the previous part [Devlog #6: Monsters & Creation process] we discussed the design process. Today we will try to present this process more closely on the example of Shildar with more technical details.




What happens after design?

After the brainstorming and designing era, we had the final image of the monster. But Shildar still needed to be brought to life with some animation!


We started with the animation process, for which we had to have suitable graphics. The entire Shildar art had to be properly cut and prepared for further editing.



Animations

We’ve made a mesh for all graphics in Spine. These meshes helped to reduce any distortions or bends and allowed us to build a 3D effect on flat 2D pictures. After preparing them, we moved on to building the skeleton. We often used Inverse Kinematics Points to make our work easier and to achieve more natural movements.


Once we had the skeleton, we attached the graphics to the corresponding bones. Through the Weights System, we could influence how much the movement of a given bone affects the selected area.


After these steps were completed, we started creating the final animations. We tried to make them dynamic, so we followed the principles of physics to make them as convincing and attractive as possible. Then, we exported the finished animations to the Unity engine.



Implementing

Having the prepared animations, we could finally implement the necessary mechanics, combine them, and put them in the game. We have implemented the mechanics of monster behavior in the form of separate scripts that are run using the Finite State Machine. We used the Playmaker tool to create it.

The Finite State Machine must have specific transitions between each state, which we obtained through iterative preparation of the behavior tree at the design stage.

Playmaker - state tree


Each behavior of the monster is implemented in the form of a Scriptable Object. Thanks to this solution, the balance of monsters is faster and easier because we do not need to change the code. We only need to put different values in the Unity editor to make adjustments.

Unity - editor




Only the animation transitions were missing to fully revive the Shildar. In this case, we used the Animator, in which we created a similar tree of state transitions.

Animator - state transitions


We finally managed to complete the entire process of designing and bringing this creature to life. We also taught Shildar to walk and do some magic tricks.

Shildar - final version, one of the animations


Watch out for it during your journey! Shildar is quite a strong opponent.




Thanks for reading!



Congratulations on the release of the demo! I hope that it goes well! ^_^

If I may ask, is there much chance of a non-Steam version of the demo?

The demo is only available on Steam and we have no plans for non-Steam Demos.


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Thaumaturge
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« Reply #21 on: November 30, 2022, 07:52:26 AM »

That is a cool-looking creature, and with some very nice animation, it seems! ^_^

The demo is only available on Steam and we have no plans for non-Steam Demos.

Ah, that is a pity--I might have liked to have given it a try! But fair enough.

Ah well, I suppose that I'll just keep an eye on it here, and wait and see what's said of it over time, then.
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mobilelast
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« Reply #22 on: December 03, 2022, 06:21:12 AM »

Great, dangerous looking creature. In nature, bright colors often indicate that the animal is poisonous/venomous. I wonder if that’s the case here.

And it was interesting to read about the process. Besides the physics and uGUI, I’ve never used Unity’s 2D features.
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karahara
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« Reply #23 on: February 07, 2023, 06:37:26 AM »

Steam Next Fest Demo of RIN: The Last Child!

Hey guys.

I am so happy to share that we are participating in the Steam Next Fest! I'll try to list a few differences between the Release version and the Demo that you can try out during the Steam Event.

Key differences between the release version and the Steam Next Fest Demo of RIN: The Last Child

Basic spells
Monsters won't die by themselves.

In the demo you get:

- Phantom Blades,
- Magic Missiles,
- Impulse,
- Sentinel,
- Shooting Star.

The release version will give you a full arsenal of 18 spells including Drain Life, Void Prison, or Blizzard.


Enhanced Spells
With a total of 18 Enhanced Spells, your foes get to taste 4 of them:

- Revitalizing Strikes (enh. Phantom Blades),
- Triple Missile (enh. Magic Missiles),
- Shielding Totem (enh. Sentinel),
- Sphere of Energy (enh. Shooting Star).

Enchanting runes will make your spells even stronger!
Enchants of Death, Life, Space, Time, Explosion, Lightning along with Runes of Power, Deflecting, and Cunning make up for a total of 7,776 combinations!

And Enchant of Explosion is the only one not available in the demo.


Spellcrafting Ingredients
There are going to be 5 Aspects:

- Aspect of Life,
- Aspect of Death,
- Aspect of Space,
- Aspect of Time,
- Aspect of Matter.

The demo allows you to use Aspects of Space and Time.


Locations
In the release version RIN will slay countless creatures in five locations:

- Final,
- Void,
- Overgrowth,
- Time,
- Space.

In the Steam Next Fest demo you begin in Final, and the game will let you complete 100% of tutorial, and 35% of Hub, as well as 15% of Void and Overgrowth.

Skills
RIN has a total of 13 skills to learn. During the demo you get to use 3 of them:

- Fading,
- Dash,
- Meditation.

Release version will let you learn e. g. Etheric Grab, Death Spikes, or Ghost.
There are also 11 Skills upgrades, none of them available in the demo.


The enemies
Now you need something to smash! There will be:

- 25 Monsters (8 available in the demo),
- 3 Mini Bosses (2 available in the demo),
- 6 Bosses (none in the demo).

A fight with Shildar Mini Boss ends the demo.

Thank you for reading! If you would like to play the Demo, here’s the link to the game’s Steam Card:

RIN: The Last Child - Demo on Steam

Hope you'll like it!
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karahara
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« Reply #24 on: June 29, 2023, 05:34:29 AM »

Hello guys!

We've been hard at work, refining and rectifying every minor detail in our game, as previously promised. As a result of our dedication, the game has now achieved Gold Master status. If you're wondering, 'Gold Master' is the version where all known issues have been resolved, and every feasible aspect has been polished to its peak. The next step? Porting Rin to consoles.



Importantly, we've not only focused on quality-of-life improvements but have also managed to extend the gameplay time. Despite initially promising 8 hours, our meticulous polishing process has allowed us to safely increase this estimate to around 12 hours. This extension comes after considering all the elements - spells, spell upgrades, greater and lesser runes, and the minimum path to victory. As a result, we're thrilled to announce that a typical metroidvania fan will now be able to enjoy an additional 4 hours of gameplay.





We've got more surprises to come, so stay in touch and don't forget to wishlist RIN: The Last Child on Steam.

Thank you for reading!
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« Reply #25 on: July 03, 2023, 07:46:02 AM »

Congratulations on hitting gold! And I hope that the porting process goes well! ^_^
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karahara
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« Reply #26 on: July 24, 2023, 06:37:22 AM »

Release Date Announcement

Today, we are thrilled to unveil the long-awaited news - we are sharing the official release date of our magical Metroidvania!

RIN: The Last Child will be coming to PC & Consoles on September 21st!

Mark your calendars and get ready to embark on an unforgettable journey filled with mystery, untold secrets, and power of the Aspects. The magic adventure awaits!




Stay tuned for further updates towards the grand premiere. Don’t forget to Wishlist RIN & remember - the fate of the World is in your hands!


Wishlist RIN on Steam
Wishlist RIN on PlayStation

Meanwhile, as you wait for the release, we have a treat for you! Enjoy the newest Demo (on Steam) of our game. Immerse yourself in a taste of what's to come and experience the gameplay of RIN: The Last Child.
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Fat Pug Studio
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« Reply #27 on: July 25, 2023, 08:45:11 PM »

This topic is not a devlog at all, just one big advertisement for the game Hand Thumbs Down Right
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karahara
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« Reply #28 on: September 18, 2023, 06:36:41 AM »

Release Date Delayed

We have some important news to share regarding the release of RIN: The Last Child across all platforms, including Steam, PlayStation, Xbox, and Nintendo Switch.

Originally, we aimed to bring RIN: The Last Child to all platforms simultaneously on September 21st. However, game development, especially for multiple platforms, is a complex journey filled with unexpected challenges.


Release Date Delayed to Q4 2023
We are committed to delivering RIN across all platforms at once. Unfortunately, we have encountered some issues during the certification process on consoles. Licensing process with Microsoft Corporation has been delayed, and we had to make a tough decision - to postpone the game’s release to Q4 2023.

What’s Next?
We would love to share the exact release date, and we are working to resolve the ongoing issues. We'll keep you updated and will unveil the new release date as soon as possible.

Thank you for reading.
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