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Decisions, decisions…

Hey there!

We are trying something new here … or at least, we haven’t done before.  Here is the thing, we have to make some choices, we have several variants of this item and this enemy, and we can’t decide which ones are the best. So we are hoping that you could help us deciding!

Click in the image for the full size!

 

The first image, shows the Aegis shield. This is a legendary shield that will boost your defense A LOT for a few seconds. The main problem with the original version, was that it looked very much like a coin, and people didn’t get that was a shield, so that’s why we are trying these new ones. As you can see, we have five options to choose from: A, B, C, D and E.

 

Secondly, we have the Argos Panoptes, an enemy from the later stages of the game. This guy’s main feature  is that it has one hundred eyes. And as we as the Hecantochires turned out really cool, and they are like in the same level, we want something as cool for Argos (we haven’t revealed the Hecantochires yet, by the way, we are saving them for later). Also, you can see here that we have six options, all the way from A to F.

 

Well, that’s about it. We would love to receive some feedback from you guys. Which one is your favorite Aegis? The mighty A? The impervious D? Or perhaps the wondrous E? And what about our buddy Argos, which version do you like the most?  Reach us out by any medium available (comments, posts, Twitter, Facebook) and tell us!

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The sound of the mob

We have been on Okhlos for a while now, but there was something which we haven’t even started working on: sound and music.

Neither Roque nor, nor José Luis, nor I are musicians, nor very savvy with a mixing console. We can make the art, the code and maybe even some game ingame jokes but definitely not music. So our plan had always been to eventually get  some who can  (and that would make a good job at that), and until then use place holder sounds and music. I don’t think I need to tell you much about the placeholders if you had a chance to watch our first pseudo trailer (I think there is a special place saved for us in the tartarus for having made people listen to that music for minutes) or some of the let’s plays (go, Kenny G, go!).

We have been pondering over this subject for quite a while, listening to the work on many game musicians trying to find the right one. We also went back to our favorite games, paying attention their soundtrack and the work of their musicians. The quest went on for months, until finally we found the perfect person for the job. One musician to outmusic them all (and in the darkness bind them).

Meet A Shell in the Pit. Meet Gordon MCGladdery.

 

We approached Gordon at first as fans of his work with Tettix on Rogue Legacy, not entirely sure if he would be interested in working on Okhlos. To our upmost delight Gordon played a build of game and loved it, so soon afterwards we started talking about things we could do and about our plans for the game. He is very excited about the project, and we are excited that he is excited , so there is excitement galore!

 

And  as you can see Gordon has some really awesome ideas about the music of the game. Just yesterday he gave us a sneak peek of something he was working on, and it was better than Aquiles’ uppercut.

 

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A mob is as good as the enemy that crushes

Ahoy there!

 

These last weeks we’ve been working hardly (or hardly working) on the enemies of Okhlos.

A lot.

Like, really a lot.

 

One of the most enjoyable things in Okhlos is fighting enemies. Early on, we figured out that one of the cornerstones of the fun and variation in Okhlos is to have enemies with very different mechanics. So we started establishing which mechanics were interesting enough to explore. Besides that, we have to put the mechanics in context, so we have to do a lot of research to determine which enemies will appear, when will they appear, and keep them coherent with the rest of the whole.

 

So we established 21 mechanics that we think are cool. But! Besides that, some of these mechanics can work with each other! So suddenly, we had a lot of new stuff that we didn’t think of! Basically, we have 21 behavior archetypes and a lot of combinations to do. We still don’t know how many enemies Okhlos will have. But I think that we’ll have plenty of interesting challenges.

 

So, besides the behavior, we have the sprite part (my part, the cool part). I’m actually making a lot of tests to see how they look. Trying different palettes and different sizes for the monsters.

 

One of the things I did was remaking some of the old enemies. Here you can see some of the progress.

 

 

As you can see in the image above, the Prophetai and Hosioi have their eyes covered, which makes them darker and gritty, because of Nolan.

The Nemean lion found a stash of steroids.

Also, the Hosioi now share the size of the Prophetai, because the Prophetai now summon a different creature!

 

Here are some enemies.

Here you can see:

-Some ideas for the Posidon’s stage creatures.

-A warrior that protects himself with a shield, and a color variation

-Some satyrs. One of these is based  on this guy.

-Some centaurs. They will focus on the mob and trample them.

 

Finally, I want to finish the post with some unjustified screenshots!

The Calydonian boar

The Nemean Lion

Some Hephaestus’ machine

And the three of them together

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Let’s watch Okhlos’ let’s plays!

Hi there!

This week we decided to try something different. Not only to give a breath of fresh air but also because we don’t know how many people will be reading the blog this week, that the GDC is taking place. So, we thought of making a compilation of all the amazing “lets play” of Okhlos there have been so far.

We haven’t made an oficial trailer yet, so this seemed like a good opportunity to show you a little bit of in-game footage. Of course, all of these videos were captured from a very early version of Okhlos (from version 0.2.x to be accurate), and you will see there still is a lot of work to be done. But even so, if you are one of those following us that haven’t seen the game in motion yet, here is your chance!

Having said that, in no particular order, here they are:

MegaPiemanPHD

@megapiemanPHD

 

Gaming Faster Than Light

@GamingFTL

 

8BitNinja

@The8BitNinja

 

The Mr. Dudepuppet

@dudepuppet

 

And last but not least,

Kotaku

http://kotaku.com/imagine-pikmin-but-with-greek-philosophers-1510025170

@Papapishu

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Pimp my mob size

Hello there! Another week, another update*.

This time, we talk about the mob-size indicator, whom you may remember from a few weeks back, when we talked about some of the changes in the HUD.

The HUD , by the way, is still undergoing dramatic changes. Not everything ended up looking particularly pretty, but we are focusing on usability before beauty. We can always add some lens flare over the sprites in order to give them the J. J. Abrahams cool vibe later.

Back to the mob-size indicator.  We were reviewing the latest version I had designed when Sebastian suggested that the image representing your mob switched dynamically, depending how many people you had.  We immediately thought that it was a terribly cool idea. We love putting random, dynamic things in our games (100 unique phrases for Gravity Fleet’s main menu window, your welcome). So we embraced the idea, and put it to work.

Here are the first images we came up with, but it’s very tempting to do a LOT of them:

 Full disclaimer: After reaching 100 people, I ran out of ideas, and things started to get weird…

 

 

 

 

 

The guy from behind is doing the “Benedict Cumberbatch photobombing” maneuver.

I ran a 4 shorter for this to be a cool reference.

The mob is going to give this guy the Cacofonix-treatment in any moment.

We are kinda obvious sometimes

I haven’t done the majority of the kings yet, so picture this but with a few more crowns.

Overcrowded!

 

Well, that’s it for this week! Stay tuned  for next week’s update!

 

*Where available

 

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Prefab Inception

Yes, I know, inception is putting an idea in the head of someone and not precisely recursion, but nowadays is a recursion synonym. And the other option was naming this post “Yo dawg, I heard you like prefabs”.

(All THE IMAGES ARE SCALED DOWN. CLICK THEM TO OPEN THEM IN A NEW WINDOW)

Well, this week we are going to talk about a problem that, although we finally managed to solve,  had us trying lots of different solutions and has given us many head aches, a problem named Nested Prefabs.

Unity’s prefabs are instantiable objects. The problem is that these objects can’t be placed inside other objects, without losing the reference to the original object. It would be like a Flash MovieClip, but the main difference is that the MovieClip allows children to maintain their original reference.

Why did this bother us so much? Well, each stage in Okhlos, is composed by four chunks. Each chunk is, in turn, composed of different buildings. And each building is composed of different props and structures.

CHUNKS

This is a chunk. The main component of the chunks are buildings, but they can also have other elements like hazards, enemies, props, etc., and some of these can be completely randomized.

BUILDINGS

The buildings are composed of a main structure and different props, also some other decorations which may be sprites or the like.

PROPS

Props are the weakest destructible elements. They usually have a small structure and some sprites.

 

The following image will perhaps better illustrate how these things, chunks, buildings and props, fit together.

As you can image by now, when we add this hierarchy to the prefab’s problem you end up with three o four levels of lost references for each chunk or building. At first we simply tried to deal with this without resorting to any kind of nesting of prefabs, but it came at a high price. Basically, we had to redo every chunk and building a couple of times.

What we do now, is use a script we named Building Holder. That script holds a reference to a prefab, and instantiates it on runtime.

This reference points to an object of GameObject type, thus it can be either a GameObject in the scene or a prefab. What we found out when we started using this was that if the reference pointed to itself, when we hit apply, it stored a reference to the Game Object in the scene, not to the actual prefab.

You can see it (kinda) more clearly here:

The green line shows how the reference points to the Project view (to the actual prefab). The red line shows the object in the Hierarchy view (which is the scene view, what we don’t want to happen). And the blue lines show the objects’ structure (chunk, building, prop).

To set the reference point to actual prefab and not  the instance is fundamental to be able to modify a building without having to modify its instance in each chunk (or to put it in other words, to be able to modify a building once instead of gazillion times) but luckily we now how to do it.

 

Finally, a few screenshots showing some chunks together:

 

And closing up this week, a tree destruction .gif!

 

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