2014/11/01

Post-Halloween post!

Happy Halloween!

Here's a video that we just made (still warm). Prepare for spookiness!
You can see a brand new map and lots of new foliage and effects. We realised we focused solely on gameplay mechanics, so the environments.. kinda sucked. So we were working on creating foliage. And we're showing them off right now. Enjoy!



Here are some bonus pics of the map in daylight. You can see the foliage better this way.





P.S.:

It took us about 8 hours to export the frames from UDK, then convert them into a video, then convert that video, then edit it, and then export the edited video (the first edited export took 3 hours. Turned out it was 4:3, small and disfigured. The second export took about half an hour. It was also edited twice.) And THEN it turns out that the quality is faaar worse than the original exported images. Comparison:


So if we ever have the patience to try video editing again, maybe we'll fix it. But right now, we just want to take a break from this weeklong, nonstop video preparing and editing.

P.P.S.: At least the vid is 60FPS though.

2014/10/16

Morph targets!

Hi! It’s Lussy.

We’ve been messing around with the facial morph targets of the bobcat, and we tested how well they could be converted into the UDK. So Geril made a short video of the bobcat lip-syncing to a song that, in his opinion, best suits his (yet non-existent) voice. It is a very basic test, so there is little to no animation playing on the body. The focus is on the face. First take a look at the one captured in Blender:



And this one was captured inside the UDK:



Here's another comparison:


 


As you can see, the UDK one is a lot weaker than the Blender one. We're working on changing that.

See you next time!

2014/09/30

Concept art!

Hi! It's Lussy.

We've been working on the third player character this month (even though we are very busy with other stuff as well).  The third player character is a female mouse, but her model isn't ready yet, so I'll save the details for later. I'm going to share some of Geril's concept art of her, and I'll also post some drawings of the bobcat. In the meantime, I've been working on gameplay mechanics and some other things. I hope I'll be able to share some of them soon.

Enjoy the drawings!




(the scanner didn't want to cooperate. sorry for the quality)

2014/08/31

Gameplay! Woooooo... Kind of.

Hi there!

We're workin on the 3rd playable character, but we're not yet ready to show her model, so in the meantime, we're giving you something to look at: A testvideo of a testmap! Because we love you all so much!

2014/07/31

Swordfighting!

Hi, Lussy here.

We’re progressing with the game, even if it seems like we’re just lazing around not doing anything. I’m working on weapon scripts at the moment, while Geril is creating the 3rd player character’s model and working on Eslie and the bobcat too. The bobcat has lots of placeholder combat animations, so I started working on a more serious combat system (until now it was very simple). I’m going to talk about these scripts now, in hope of either helping out someone, or someone telling me why they suck. Remember, I’m not an experienced scripter, I just get an idea and then try to make it work. So with that said, let’s begin.

The current combat system consists of 3 possible combat animations being played. The first one simply plays when you push the attack button, and the second and third ones appear if you successfully maintain a combo. Until now, all this was simply based on timers in the script, but right now I’m experimenting with AnimNotifies. It works like this:

-Player presses the attack button. The combat animation starts.

-When the animation gets to the point where it should start dealing damage, an animnotify calls the function for tracing the swing, and when it shouldn’t deal any more damage, another animnotify stops the tracing process. This way if the animation has a part where the sword is held stationery, it won't hurt anyone.

-There are also two animnotifies for doing combos. They mark the two points in between which the player can push the attack button to continue the combo.

-The last animnotify marks where the second animation should play, if the player wants to continue the attacking combo. If there wasn’t any input, the current animation simply finishes and the player gets back to the idle state.


I needed to do lots of planning to make this work, and I’m still not sure if it’s going to stay (there are lots and lots of ways it can make the weapon stop working altogether, as of now.). If any of you know any better, please don’t hesitate to comment.

Players can have two weapons with them (and some more in their bags, which can only be accessed while out of combat), though only one can be equipped at a time, the other one will be sheathed. Right now, only the sword has the combo system mentioned before, the axe is still very primitive, but functional. Obviously, the axe will be slower but stronger.


The sword only has these really slow animations for debugging purposes. It will be a quick weapon in the final game, with great mobility.

Planned combat speed

That's about it, for now. See you next time!

2014/06/27

Some plans

Hi!

A lot of you (..the few people who sometimes read this blog) don't understand what the game is going to be like. So we'd like to make this clear: we're making a sidescrolling cooperative game in which you explore huge dungeons in groups of 4 or less, fight monsters and enemies and do quests. We'll leave the rest for later. For now, here are some of our most recent plans and ideas:


(don't tell anyone! ;) )

2014/05/27

Bobcat

Hi! Today we're showing you the second playable character, a bobcat named Jagger (not sure if the name will stay).

He's the eldest of the playable characters. He's masculine, self-confident, agressive and short-fused. He likes gambling, curse words and being in control. He trusts a few people, but only respects his dad, and tries to follow in his footsteps. In the beginning of the game, he's trying to find a job because he's indebted to the wrong people.

The 3D model and the textures are not finished, but you get the idea.

(We designed his clothes with Mad Max / Han Solo in mind)





We tested what his facial expressions would be like (in Blender):

The Boulder is conflicted

Update: