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Screenshotmania – Shader/Camera Effects Testing Edition

We are working hard to get a prototype ready before the IGF deadline. This is taking up most of our time, leaving us with little time to write new amazing and exciting updates. But, at the same time, we don’t want to stop posting updates. It’s fun, it keeps us motivated and getting some feedback is an important part of the development cycle. So we decided to resort to this: posting a bunch of pseudo random screenshots, along with some even more pseudo random comments.

This particular set of pseudo random screenshots are the result of some tests I’ve been carrying out, using different shaders, and also some  good old fashioned fooling around with Unity’s camera effects. Most of the stuff you see here will not be in the game’s final version. They are tests, weird stuff. So posting them here is also a way to put them to rest. Of saying goodbye to them. Farewell, random test!

So, without further ado, here they are. Pseudo random screenshots.

 

Smoke in the Stone

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Basically playing around with fog here. The grey tint gives it a smokish look. Perhaps we can use something like this if a whole city or area is burning. Or maybe the ancient Greeks had smog too.

 

Ye Olde Delphi, or the unavoidable need to try a sepia filter

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It just had to be done.

Extremely Loud and Incredibly Close

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Okay, maybe not so loud since it is a screenshot with no sound whatsoever, but it is indeed a closer look at some of our favorite Greek mobsters. Plus, check out the pecs on that warrior. Someone has been working out!

 

The Snake Mode

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Or the mob’s conga line if you prefer.

 

Fisheye Mob 

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Testing some more camera effects. Here another of the classic ones. I don’t think this will make it to the final cut, though.

 

A Lighting Test

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Just a single philosopher, in the middle of nowhere. Plus Unity’s editor thingy up there in the corner (that’s the technical term for it, don’t let anyone fool you).

 

The Shadow Mob

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Booo! They are dark and evil… You know, I kind of like how they look. I am thinking we could keep one of these guys as a hidden character and name him Niatsabes Euqor…

 

Under Medusa’s Shadow

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Testing an overlay effect with a frame from Medusa’s death animation.

Medusa’s Mist

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More crazy medusa-induced effects.

 

Conga Line, Part II: Someone shouts “B”

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And as a bonus a merry group of Carmenmirandesque medusas of different sizes try to join the party.

 

The Brightest Day 

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And still quite some time until someone invents the sunglasses.

 

A Poor Old Man in the Snow

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Life can be tough sometimes. This was a test using a snow shader  (something that would have allowed to create a snow level without changing a whole lot of textures) but it didn’t work out very well. Okhlo’s style (low poly, sprites, pixel art) doesn’t lend itself very well to something like this.

 

Dusk At Delphi 

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Both Roque and I agree that this was the best of the lot. It was the result of testing different shaders and playing around a little bit with the scene’s lights. If everything works out the way we plan, be prepared for more dynamically lightning in Okhlos!

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Delphi playthrough, before and after

Like last week, typing takes time. So, what better way to show you the week’s progress than directly showing it?

I’ll explain the video, otherwise this would be too much laziness.

 

In the first part, you will see original level. Sebastian didn’t implement any specific layout. Just threw some elements to test different enemy behaviours. You will see that it is short, and that you can complete it in like four minutes.

 

The second part of the video, shows how the actual layout of the city will be. And some unfinished things too.
Also, all the enemies are still placeholders.

 

So, enjoy the video and let us know what you think!

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Units for your mob!

This week, we will review what kind of units will join your angry mob! In character sheet form!

 

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A sprite on my soup

I’ll be incredibly frank today. I hate writing in English. I’m a lot more comfortable now than before I started the dev blog, having the obligation of writing each week an update helps a lot, but each update that I write, goes trough Sebastian, for some quick spell check, and to make sure that the sentences are understandable. This same text is then reproduced in our page, our IndieDB page, and our TIG post. If you know other cool sites to post our dev blog, let me know!

This whole process isn’t helping us reach our new goal, which is the IGF. So I thought that this week, which was quite busy, I could post only some images, to show how the integration between the mesh and pixel art sprites is coming.

 

I had a few questions about the technique I use. I really want to give a full detailed description of the process, but unfortunately, it takes a lot of time. So, maybe in a few weeks, I can post something about this.

 

Just to give you a sneak peek of the explanation, the technique is:

-Make the structure in your favorite 3d software.

-Add some sprites in Unity.

-Enjoy your pixels

 

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The text between the pictures has no importance whatsoever.

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This text is added only to make the post look cool.

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Putting two images together and no text in between is wrong! “(Click in the picture to enlarge it!)” Doesn’t count

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Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt.

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Lorem Ipsum was one of the possible names for Okhlos.

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I know you are reading these texts. Please Stop. Just focus on the nice pictures

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This text has been read 18 times.

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Every time you read this text, A kitty dies somewhere

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Thankfully, this is the last filler text I have to do. I ran out of ideas.

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Well, that’s pretty much meshes + sprites.  Thanks for not reading the in-between texts!

 

 

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