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Tic, Tac, you are at the gates of the IGF

This our last update before the IGF’s submission deadline. We are focussing all of our efforts on being able to reach Saturday with a working version of Okhlos. This is practically our wallpaper: http://t.co/hZUONGu0ri

 

We still don’t know if we’ll be able to submit a version of Okhlos, because we think that it’s better not to send anything at all than sending a poor version of the game. We’ll always have next year (and Paris).

 

To illustrate this short update, here is a graphic representation of the feeling around here.

That’s one of Apollo’s arrows, reaching a poor philosopher. We would be the philosopher, and the IGF would be the arrow. I have the pathological need to explain the obvious.

 

Next week we will return to our usual updates! Full of joy and uninteresting facts.

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Giving life to delphi’s dangers

Like we have for the past weeks, we are crunching time a lo loco to be able to have a prototype for the IGF. This translates into long hours and no weekends until the 19th of october. We have eleven days left, and one of the last things I did was to animate the bad guys in Delphi.
In Delphi, we have four main enemies (the two oracular guards, the griffons and the giants) and a boss (Apollo).

 

The oracular guards

They are divided into two kind of enemies. The Prophetai, and the Hosioi.

The historical Prophetai were usually the ones who interpreted the oracle, according to most records at least. In the game, not only are they part of the baddies, but they summon other baddies as well. And they do a subpar job interpreting prophecies.

The Hosioi were more guardians/warriors kind of monks, the protectors of the sacred sactuary and the oracle. So it’s only logical that they throw fireballs at will.

(The  .gif above is interactive. You can imagine how the fireball will be)

These animations were not much of a challenge. When we had the green bad guy animated, we took it to grayscale, and then repainting it red. With a few tweaks, we had the majority of the animations of the red one, and then I focused on the attack animation, that was the only animation that had different with the green Prophetai.

Here, you can see the grayscale process to repaint the tunic. It’s not being lazy, it’s being “productive”.

 

The Griffon

The griffon was complicated, because it flies. Anything that has wings is difficult to animate. To that, add the fact that the griffons could be anywhere  in the level, so it had to have a front and back sprite for every stance.

Another problem with the griffon, was that originally  it was going to be an ordinary griffon (with claws, talons, feathers and everything), but in the middle of the process we came to think that they seemed to have little to no relation with the rest of the level. So we turned them into mechanical griffons, made of gears and clay like the giants who watch the city, and in this way it made more sense to include them.

This is a comparison between the old griffon and the new mechanical one.

This gives to the city, a more controlled dystopia look. And makes the griffons look like they were put there intentionally.

And remember, never animate anything with wings. It’s horrible.

 

The Giant

The giants in Delphi are the ones who keep everything in order, and they don’t allow groups of three or more people in the streets. So they will attack you if you cross their paths. But they will not chase you. Came to think, they are more of a hazard than an enemy. But you can kill them, though.

Animating them was a bit of a pain, because I had to draw some poses entirely, and in my mind I hoped that I could animate everything moving the already made parts.

Making this animation was the ideal, just moving parts. Unfortunately, animations for like the attack one, I  had to draw a lots of new parts.

Finally, the most demanding enemy, Apollo.

 

Apollo

Apollo took a lot of work and planning.  We had to figure how the animation was going to suggest  the user to do some things or to anticipate an attack. Also, we made animations that were easy to loop or delay to respond to certain situations.

I wanted to do the majority of the animations using moving parts, like I did with the giant. Unfortunately, all the animations were so different that I had to establish some pipeline to draw keyframes and turn them into pixel art.

First, I drew the key frames, the more important poses. They were not intended to be perfect, they only needed to be a guideline to make the pixel art part.

(Click in the picture to enlarge it)

These are quick sketches. When I have the main pose, I scale it down to fit the pixel counterpart.

I learned that if I scaled down the sketch with nearest neightbor, I could use it at base and pixel on top of it. Billinear was, obviously of not help at all.

So, in a few days I almost had all of Apollo’s animations, like this one (I love the idle animations, there is something about the balance between being subtle and making it move).

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Green in small doses

One of the things that give life to the environments is the greenery. Making good greenery its hard for two reasons. First, you have to place them scattered enough and try to not make any recognizable patterns. The second main issue is how you deal with the terrain integration.

As we said before, we are working with 2dToolkit, which gives us a lot of versality. Also, we try not to use billboards (except for the characters) to help the performance, because the implementation was done very quickly and right now there are more pressing issues.

So, I started placing some sprites by hand.

I followed some basic rules, like next to roads, next to walls, etc.

(Click in the picture to enlarge it!)

Also next to the mountains.

There were some areas where there was simply too much to do it by hand. I thought that there would be some kind of tool ready to use with Unity and I was right, but the tools I tried were all very clumsy and imprecise. Finally, Sebastian developed a custom tool to stamp some greenery. All I have to do is to set the population density of the objects that it will print, and use box with colliders to determine the areas which will be stamped.

(Click in the picture to enlarge it!)

These are the areas. The white boxes are like stamps.

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Applied the stamp,  you get some grass!

With this, we could make a more unique landscape. It still needs some work, but we are about to finish the first level, which took a lot of work and time. We think that all the things we learned for this level will make the next eleven levels much easier to develop.

 

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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

(Click on the picture to enlarge it!)

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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