These past weeks, we’ve been working on Sparta, a brand new world for Okhlos.
We decided to work on a new world, despite not having finished Delphi, because we thought that introducing more levels will give us a better idea of how the game as a whole will be .
So, in Sparta you will find:
Lots of enemies. Most of them, cyclops. Also, some of these cyclops will attack constantly the mob’s leader, so you will have to try and dodge them while controlling the mob.
A new kind of enemy will be the Shield Bearer (not a bear), which can only be attacked from the back (and that meant doing back sprites again… which is a pain).
The main boss in Sparta is Ares, the god of war. He will spawn in a sort of Colosseum, and the battle with him will be very melee oriented.
Also, he will spawn with his sons, Phobos & Deimos.
Phobos is the personification of fear (the word phobia comes from him), particularly, the fear in battle. So his powers will affect the mob morale and cohesion.
Deimos, on the other hand, is the personification of terror. It’s something a little more abstract, so that’s why we went with a more mystical approach for him
This was the original concept art. Deimos in the left, Phobos int the right. Below is the pixel art version. As you can see, lots of changes happen when we translate from concept to pixel art.
Also, Phobos and Deimos are (appropriately) the names of Mars’ (which is the Roman name for Ares) two satellites. All of this makes searching for them a little more annoying (luckily, is not even remote as annoying as Electra).
We wanted to re use a lot of assets to be able to test it quickly, but we made some new things in order to give Sparta a distinctive look. We changed the terrain, we made new buildings, and we changed the roads.
We still have lots to do in Sparta, but this will give us enough to test the new world and see how it feels!
That’s all for this week! Let us know what you think!
These past few weeks, we’ve been working on lots of new stuff. Among them, there are new levels, enemies, and heroes! But since we were already in the tpoic of heroes, in this update, we will be introducing the rest of the heroes we have been working on.
Andromeda is a very interesting character. She was held to a cliff to feed some monster, but Perseus ruined the day. At least for the monster.
In Okhlos, Andromeda will boost the mob’s overall hp.
At first, I drew her with green hair, as a very obvious nod to a certain character also representing Andromeda, but it was way too obvious.
The cool thing about Antigone, is that she hasn’t been much explored in popular culture. It’s not one of the classic characters you find in every Greek-mythology-based thing. Also, it’s amazing she didn’t came out plain stupid, because of her mother and grandmother were the same person.
In Okhlos, Antigone will give the mob more cohesion.
In this screenshot, you can see how more or less cohesion will affect your mob.
So far, the Dioscury, are the only hero that are technically two. They were guest stars in a lot of myths, like the Calydonian boar hunt, and the Argonauts expeditions.
In Okhlos, they will boost the overall attack of the mob.
My first intention, was to make her clothes red. That was obvious and inaccurate, so I turned into more research. Finding reference images of Electra was very annoying because of the saturation of other Electras (And trust me, Google images is FULL of pics of them).
Electra has bad reputation because of Freud (technically, Magneto), but it has nothing to do with the original myths. As Antigone, which is the daughter of Oedipus, a hero already in Okhlos, she is the daughter of Agamemnon.
In Okhlos, she will make the mob move and attack faster.
Finally, Helen played a fundamental role in the Trojan war. Also, she is one of the first characters of the Trojan war we introduce! The Trojan war it’s likely to be a real conflict, with some poetic licenses, triggered by her running away with Legolas.
Also, she is the sister of the Disocury, so this week, we introduced a lot of family members in the game.
In Okhlos, she will raise up all the attack stats in the mob, BUT also will reduce your cohesion a lot!
So that’s it for this week! Next week, we will show you our first steps into the new levels!
Showing your work is incredibly important in this industry. A trailer can be your calling card. Putting together a nice-looking trailer can help showing the features of a game, without the need of having the game finished. Because of this, we wanted to to set up a trailer for Okhlos.
We had already made a few videos, but we wanted something fancy for our first “official trailer”. It ended up being much more work than we expected. However, we feel that we learned a lot, and that it might be a good idea to share some tips based on the insight we gained while making a gameplay trailer.
First of all, a little disclaimer. I’m no pro at video editing, so this probably will be totally useless for anyone who has some experience in the subject. These tips are aimed mainly at anyone with no professional experience who wants to make a trailer, much like our case.
Disclaimer aside, here we go. At first, you might think that making a gameplay trailer is easy, because you only have to show gameplay, but trust me on this one, it’s not so simple.
One of the things we learned, is that carefully planning what you want to show will save you lots of time. We established which were the cool parts that we wanted to show to the world, and we made a list out of them.
Well, any kind of list is good enough.
Then, you have to set up the narrative of the trailer, and the order in which each segment will be shown. That will take you some time but it’s important to have the pace and climax of the trailer clearly lined out.
Setting the pace was kind of easy, because we had the track made by @ashellinthepit, so we could work having the course set by the track. It was a good kind of restriction, because it gave us a very solid structure.
Footage, footage, and some more footage
You might think that recording a few play sessions is enough, but you need LOTS of footage.
We knew which things we wanted to show, but in order to have some variety (keep in mind that at the moment of making the trailer we only had the first level completed) we had to take multiple captures of each feature throughout different playthroughs. Changing the how the level looks and having a different mob also helped to make each segment feel different.
So, be ready to record A LOT of footage. We made 61 video captures. We had 20gb or 10 minutes worth of videos JUST for this trailer. We knew the length of the trailer (45 secs approximately) because of the track. And I think having footage worth 10 times the length you are aiming for, is a good ratio.
Morale of the story, you need to make multiple recordings of each feature. You will need them in the editing room.
Embrace the editor
Having drafts of each segment, we noticed that there were a few things that we didn’t have implemented at the time. Also, assembling different kinds of mobs we wanted to show would have taken too much time if we did it playing the game. In this context, using Unity really helped us a lot. We could simply threw out things in the scene and capture them on video.
This is an unnecessary wide screenshot, but is cool to show the behind the scenes.
So, being able to edit the game in whatever way we needed, on runtime, was really helpful while making the trailer.
The only problem was that, as of version 3.5.7, Unity doesn’t allow you to display the editor view in fullscreen. So, all the footage we captured this way, had to be scaled in the video editor. For this, I recommend recording always with the window at the exactly same size, and in the same position, so when you apply the cut, you can save the numbers and do it automatically.
How to record
To capture video we use Fraps, which is a super cool program to do it. It’s proved to be really helpful but there other things you should know while capturing video:
Keep in mind that recording video is a very intensive task for your machine, so try to do it in the more powerful machine you could find. We captured the video in my computer, which is the most powerful computer we have in the office.
Ideally you want to have two HDDs. One, were the SO and the game are, and another in which you output the data recorded. Fraps its not so good when it’s reading and writing the same HDD
Something very importante, is taking the time to carefully rename each segment you record. When you have 60+ videos called Okhlos2014-[...].avi, you don’t want to have to decipher the thumbnail, or having to open each video to see what’s in there. Rename every capture you take, with a declarative name, like why you recorded that segment.
Also, try to keep the segments short . It’s better to have thousands of little files, than two or three incredible large files. You will have to edit the clip on the editing software anyways, but if you are editing and find out that you will definitely not use a clip, its easier to erase it.
Aside from this, an amazing thing I found out, (a little late maybe), is that the awesome VLC, not only is an awesome player, but also EDITS videos! This was an amazing finding, because it allowed me to remove long movies from the video project and instead use smaller ones.
You have to enable advanced controls, and there you have it! You can transform larger videos in smaller ones! It looks something like this:
You have to press rec to start recording, and again to stop recording. This will generate a video in “My documents” folder (I didn’t spend much time trying to change the output folder).
So, in short, using VLC will save you lots of time, and a more malleable video project.
Finally, a few notes on the software I used to edit the video.
As I’m no video editor professional, I went for the easier choice, which is to use Adobe Premiere. It’s pretty straightforward, and once you get the hang of it, it’s really easy to manage clips. I can imagine that there are more professional software for this, but Premiere gives you all the tools you might need for an indie trailer.
Having a multiple monitors setup, really helps previewing the work, while arranging the timeline, or your files.
Another thing I learned using premiere is that pressing Enter really improves the fps of the preview window. What it does is still a mystery to me, it has something to do with a render, and it will take a lot of space from your HDD. My educated guess is that renders everything in the preview size, for better handling.
On a final note on the software issue, something that really helped me a lot is to have some configuration guidelines for youtube videos.
So, here you are. The important parts are H.264 in format. VBR on Bitrate, and the target resolution to be 1920×1080 (at least for 1080p on Youtube). Previously, Youtube didn’t support more than 30fps, but as for now, they can reproduce 60fps. Also, it’s very likely that you will be making more than one video, so save these settings into a preset for future projects.
As I said before, the audio was made by Gordon, who is our musician and sfx guy. At first we thought that the track alone would be enough for our first trailer, and it was an invaluable aid to set the timing, but once we had the trailer, Gordon offered to add some SFX.
Adding sound effects really boosted the experience of the trailer. You can really notice the difference between one and another. So, if you have a musician, don’t hesitate on using him/her for the trailer.
Now, If you don’t have one yet, but you want to show your work, you can always search for a creative commons track. Besides that, is important to turn off any music (final or placeholders) that you might have in the game. If you have sfx integrated, try to capture the video with the audio, and lower the audio volume of the clips.
Now, do it again
What might be absurd in any other context, in art it’s a very common thing. Iterate.
The thing that most helped the trailer, was to do it twice. I made an early version of the trailer, from which I learned a lot, but I did it very quickly. I finished the first trailer in almost a day.
This is how the first version looked . We changed the name for Gameplay video because it was no trailer. Also, we uploaded the video, but we didn’t share it, or make fuzz about it. Once I had the video, I shared it with a few acquaintances. This provided me lots of feedback for the final version, but what I found more interesting was seeing what each person thought was the most important part in Okhlos. Some wanted to show large mobs, others absurdly non practical camera zooms. Every person had a different view of what Okhlos was, and thanks to the trailer, we could explore some of those requests and boost expectation of the viewers on some weird psychological level. [Dubious][Citation needed]
With all this feedback, I remade the trailer. I captured everything I needed again, and we made a lot of changes from the original idea.
Remaking the trailer from scratch might sound dumb, but in this day and age, a good trailer is your packaging. So spend all the time you might need working on it. If you are more organized than I am, you might not need to recapture video, but you will most definitely have to make more than a version of your trailer and iterate on it.
Taking all that into consideration, here is a look at our new trailer. You might not think it is the best trailer the industry had seen, but all the advice given will definitely help you show your work in a cooler way.
I actually don’t know the first thing about video editing, but with persistence, and the invaluable help of @ashellinthepit, we made it! Enjoy!
Besides from the trailer, there were two major events this week: The E3 and the PAX 2014 deadline!
I don’t want to get into too much detail about the E3, because it had a lot of coverage, but anyone who was following it will have noticed that there were certain features common to almost every game presented throughout the conferences, features that each and every person that stood on the stage highlighted over and over again. Oddly, Okhlos has all of those features:
Okhlos runs at 60fps (mostly)
Okhlos runs at 1920×1080 (1080p), and if you run in windowed mode, you can even set higher resolutions!
Once, we even made Okhlos run at 5760×1080! (Three monitors!)
Okhlos has a dedicated server, where we manage the SVN, and commit the changes we make! We promise that is dedicated and exclusive, because no one else can use it except for us!
Okhlos is very social, because we tweet and post in Facebook a lot about the game!
Okhlos has asimmetrical gameplay. If you play Okhlos with a person next to you, the experience of each one of you will be totally different!
After countless hours of hard work (we literally don’t keep track of the working hours), we’ve reached an internal goal version: 0.3.2. And, since this is technically a dev blog, we will take the opportunity to start posting a changelog. What is a changelong? Basically it is a record of all the changes that took place from version to version, which is useful to show what we have been working on, and it also to help us keep track of the changes in each version. So, for this and future changelogs, it will go like this:
WHAT’S NEW in 0.3.2?
Now the GUI is pixel perfect. It is not finished yet, but is looking much cooler!
-Pause screen improved
The pause screen is a very important part of the game. It helps you keep track of your mob’s units, it shows your heroes and the amount of each kind of unit. So we put some more work into it, moving forward with the major overhaul we started in version 0.3.0.
Also, we updated pretty much every other window of the game. The “game over” screen, for example, now shows you some stats, and the config window is almost fully functional.
-Help window (temporary)
Until now we had been sending a few versions of the game, along with an attached .png that briefly explains how to play. In this version, you can access a little window with the basics of the game by pressing the universal F1 (Thanks @danielben for the idea).
-New destroyed buildings, improved fx
Well, that. The previous destroyed buildings where not cool. After some playthroughs with the new ones, we realized these are not perfect either, but with a little more work, they will end up pretty cool! The particle effects we use to show damage have also been highly improved and they are almost final.
Okhlos 0.2 was incredible easy. To be fair, we hadn’t focus on difficulty or adjusting numbers until this version, and we only did it very lightly now, but you can feel that Okhlos is much more challenging than before!
Now, the Prophetai summon little minions who have melee attacks. The Hosioi are still here but they are an altogether different unit. We also improved the animations of the Gryphons, and we call them MechaGryphons (technically, I call it that way).
We added a few more heroes! Heroes are on of the most fun parts of Okhlos so far, and in the upcoming version we will be adding LOTS of them! Also, we’ve adjusted some of their prices, so that it is now harder to buy many of them at one time.
-Units don’t have backs
Until now, when units moved away from the camera, they showed their backs. We are changing this, so that they always face the camera. Only the units in the mob, mind you, not the enemies, they will still show you their backs (they are that rude). You might think that is not cool to do this, but we think we can take the liberty, and in this way you will have a better reading of your units.
By default, the sprite system that we are using keeps animations running all the time, even when the sprites are not being rendered. We have lots of animated sprites throughout the levels, like the grass or the trees, so we were spending precious milliseconds animating hundreds of these that where outside the screen. However, we couldn’t simply set all sprites to stop animating while outside the field of view because we have objects which behavior depends on animation triggers. For example, the Prophetai only summon their minions when the summon animations reaches a certain frame, that works as a trigger. The solution we came up was adding a new property to animated sprites that lets us set if we want them to continue animating outside of the screen or not.
Asides from this, we set the quality settings of the build to a lower level, with fewer camera effects and lower resolution textures. Thankfully, you can hardly tell the difference.
There are lots of bugs. Totally expected in this stage of the project. Sebastian destroyed his fingers solving lots of bugs, so now you can totally reach the end of the game. Before this bug fixing, it was very usual to not be able to finish a single city. I keep telling him to program without putting bugs, but he does not listen to me.