Last week, we talked about our “outside the box” solution to a particular problem with the Y displacement. It wasn’t perfect, but we are almost proud of it (we don’t actually know what being proud is, but we read about it).
Before that, we had started talking about Sparta, the new world we are working on. We showed a few bits of Sparta, and this week we will continue presenting new stuff!
Another one of the new enemies introduced in Sparta is the Rock Thrower Cyclops. He will throw rocks at you (I bet you didn’t see that coming). He may not be as tough as the armored cyclops or giants, but his rocks can do a lot of damage to the units.
Here he is, grabbing a rock to throw. Ah, the Rock Thrower.
Besides adding more enemies, there were a few things we tweaked in Sparta.
In the previous world, Delphi, you could find a lot of shops in the city, like a meat shop, a fruit shop, and so on. In Sparta, being a much more “war friendly” zone, you will be more likely to find war-related stuff . Which meant that, in addition to a change of materials and textures, there were lots of structural changes in the buildings.
For instance, instead of a meat shop, you will have an Archery Range.
Needs an awful amount of work, but you get the idea.
And the buildings were just a small part in the process. You can push a little further the idea of a heavy armed city with props. For instance, having some training dummies around. It really suggests that the people there are constantly training.
Breakable dummies everywhere!
Also, to have a heavily armed city, you need lots of weapons.
You can feel like Neo here.
And finally, we used the directional light to change a little the mood and the time of day.
Well, that’s pretty much it for this week, and probably for Sparta. Next week we’ll be introducing a new world! (maybe)
A decision every game developer must face at one point or another is which camera angle to use in their game. Even in the case of 2D games, developers will have to choose between different perspectives (top-down, side-scrolling, isometric, etc.), but this is particularly true for 3D games. Since Okhlos takes place in a 3D environment our case was not different. We started with the camera at a somewhat arbitrary position and rotation. Then, as time went by, we tried different angles and positions until we found something we liked. It wasn’t as easy as it may sound since we had two competing factors: on one hand we wanted you to be able to accurately see the mob and its immediate surrounding as easily as possible, on the other hand we wanted to showcase the game’s art, the units, the enemies, buildings, the landscape etc. Gameplay wise the best perspective seemed to be top-down, clear and simple, but the top down perspective meant that you would be looking at roofs most of the time, and let’s not speak of how horribly incompatible it was with the billboard characters we had planned. The solution we found was the camera you can see in Okhlos’ current build: it lets you appreciate the art as well you give you a decent chance to spot those pesky Cyclops before they crush you.
Best camera ever
Happy ending, then? Not quite. There were a couple of issues. The first one was immediately evident. With the current camera perspective, people and enemies, could get blocked from the line of sight by buildings in front of them. It was a problem the top-down camera would have avoided but we now had to deal with. Luckily we were not the first ones to venture into the dangerous seas of isometric perspectives so we resorted to a solution many others have used in the past when faced with the same conundrum: making the objects that block the view transparent while there is something you need to see behind them.
Magic!
So now everything is settled and we can all move to happy land, no? Wrong again. Even though the view-blocking-buildings crisis was averted there was a new problem in the horizon. And this time, the problem at hand was not so evident. In fact we spent months without even noticing it. Throughout many version we played the game with the feeling that there was something odd about the way the mob moved, but not quite able to pinpoint which was the problem. Finally, during one playtesting session we came to the realization that the mob seemed to be moving more slowly when moving upwards or downwards than when moving to the sides. Once again this was due to the camera angle we had chosen. The mob did move in every direction at the same speed but the camera angle gave the illusion that it was the mob was moving at different speeds. Our solution here was to do something that would seem to be the problem in the first place, make the mob move at different speeds depending on the axis you are traversing.
So now, the mob and its leader now move 40% faster when they are going towards the bottom or the top the screen, than when they are moving to the sides. Why 40%? That’s when our good old and soon-to-be-in-the-mob Pythagoras comes to the rescue. The main camera in Okhlos is tilted 24°, and we know, thanks to Pythagoras, that by calculating the sine of that angle how much the view is distorted by the camera, and therefore how much we need to compensate. Hooray Pythagoras!
Here you can not only see the camera’s position, you can see the frustrum too! Delight in the wonders of the frustrum!
If we learned something from all this (and I hope we did), it was that dealing with the camera is an important issue. But we kind of knew that already. What we didn’t know was that sometimes the solution to a problem may be something completely counterintuitive. We ended up with a mob that moves at a one speed in an axis and at a different speed in another, which seemed to be the problem itself. However, it feels much better now, so this largely compensates the fact that you can traverse the levels faster by moving vertically (and by the way, now that know this, don’t exploit it!).
And so we come to the end of this week’s update. This was not the last time we had to do something apparently counterintuitive to solve a problem, nor it was the only problem we had with the camera, but we will leave those stories for another time. Until next next week!
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:
Enemies!
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).
Ares
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).
Sparta
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!
Did we ever mention how important heroes are in Okhlos? No? Are you sure? Well, they are. Very. So creating heroes has been a task that we have been working on from almost day one, and something we will probably keep on doing until the very last day of development (or at least beta). Here is an update on some of the latest ones we have developed. Enjoy!
BELLEROPHON
Now this is an old school hero. Before Heracles, before Perseus, before all these new kids on the block took the scene there was Bellerophon.
He started his journeys as an exile, seeking penance for a crime he had committed. He then proved to have the remarkable ability to make enemies in very high places, and as a result he spent most of the time on seemingly impossible quests intended to kill him (sounds familiar, Heracles?). The most notable of these was the slaying the Chimera (the fire-breathing part-lion, part-snake, part-goat monster we have all come to love and fear), for which he got himself a flying steed, no other than Pegasus. Bellerophon’s fame and glory grew with each victory until eventually he thought he had earned the right to fly with Pegasus to the top of mount Olympus. Big mistake. The always nice and amicable Zeus politely disagreed and sent Bellerophon flying back to earth, blinding and crippling him in the process. Zeus also kept Pegasus because he fancied a flying horse, and Bellerophon, disgraced and disfigured, spent his last days pitiful as a hermit, away from civilization.
What is Bellerophon’s part in Okhlos? Well, his tale was very interesting, and there were lots of elements from which we could create mechanics but in the end we focused on one aspect, the loner hero. Not only did he start as an exile and ended as a hermit, but at his prime he thought himself to be better than any other mortal, so we came up with a mechanic that plays around this. Bellerophon stats increase as the mob’s size decreases, and he gets weaker as the mob’s size increases. This makes him a very atypical hero, and the perfect choice for players who would like to try a run with a very small mob. Normally it would be close to suicide to face the gods will only a handful of people in the mob but heroes like Bellerophon make it possible. And perhaps this way Bellerophon will get his revenge on his old pal Zeus.
Sprite-wise, Bellerophon is the tallest unit so far. Roque wanted to transmit the idea of this larger than life hero, someone that looked like he could take on an army on himself, so his body was based on that of Sir Gregor Clegane, also known as The Mountain, from Game of Thrones. If you don’t know Gregor, his knickname should give you a hint about how he looks: massive, imposing, not that easy to find t-shirts that fit him nicely in most stores.
PANDORA
Pandora was another very interesting character. You probably all know her story, or at least some version of the story. Or perhaps not. All I knew before researching a little bit was there was a box involved, lots of evils coming out of it and some hope in the end. I didn’t know that according to the myth she was the first woman, created by Zeus to punish humanity for using fire to cook food and not starve to death (although that last part doesn’t surprise me at all, #ZEUSISADICK). There are also a lot of parallels between Pandora and Eve from the judeo-christian myth, but I think there is a story that bears even more resemblance to that of Pandora: the story of the Smurfette. Both were created by the villain, both were intended to harm the good guys, and in the end both were turned blond and became regular cast members. But I digress.
Back to Okhlos. While designing a mechanic for Pandora we went straight for the core of the myth: the box, or the jar, depending on the source. Let’s say container. We can all agree it was some kind of container. Probably not a Tupperware. Although it would have been a really good choice. You want to keep all those evils fresh. But I digress. Back to Pandora’s box. There aren’t that many containers in the game but we do have some: the item containers, the things you can destroy and find items inside. So we decided that having Pandora in mob would increase the chances of getting an item every time you destroy one these containers. However, her presence would mean that there would also be a small chance of a monster spawning from the container instead of an item. Pandora is one of those heroes that can be very useful but has a setback, which seemed to us was quite fitting with the myth, and also suits the concept of a Pandora’s Box.
ATALANTA
So far most of the heroes we have added to the game were men, and the few women that we did include either had a downside (like Pandora) or were not as heroic as their male counter parts. Partly this is simply because most of the heroes in the myths are men, but we thought we could still find some cool, kickass heroines throughout the mythos and so we did. Atalanta is a perfect example of this. As baby she left to die in the wilderness by her father, King Iasus, but she managed to survive, growing up in the woods and becoming a superb huntress and fighter. She took part in the most epic quest of her time, the hunt of the Calydonean Boar, was the first to draw blood and got to keep the hide of the beast. No small feat, considering she was competing with pretty much every hero around (except Heracles who had already killed another boar so he didn’t bother). Robert Graves also puts her as one of the Argonauts, being once again part of a dream team of heroes and kicking serious ass. However, she is perhaps best well know for almost supernatural speed.
Atalanta was the fastest runner alive at the time, able to beat anyone in a foot race. So when her father the king (who after seeing that her daughter had slain the boar, beating all other heroes, decided to forget all that nonsense about leaving her to die in woods and take her back) told her she had to get married, Atalanta, who wasn’t into that marriage thing, said she would only marry the man that could beat in her in a race (and would kill any who failed, just to spice things up). Many did die trying to beat her until the pesky gods once again interfered, Aphrodite this time, and one man Hippomenes was able to defeat and marry her. And then one of the gods, either Zeus, Rhea or Aphrodite herself, turned them both into lions. Because that’s what the gods do.
Anyway, Atalanta’s role in the mob was easy to figure out. She was a perfect fit for the stat boosting heroes. Who better than the fastest runner in the ancient Greece to improve the mob’s speed modifier? So if you get Atalanta, she will provide a huge bonus to the units’ speed, making everyone run faster. And also she will kill as many cyclops, centaurs and other Olympian spawns as she can while everybody is running around.
And that is all for now. We have been working on several other heroes these last weeks, but that we will leave them for another time. Until then, here is the updated hero count!
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.
Planning
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.
The Software
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.
Audio
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.