Jan 252016
 
J Augh! Week three of the year is already over and honestly, it feels as if nothing has been finished, things have barely even been started!

We’ve been trying new marketing ideas to get the game out on twitter @EcoTalesGame, one new thing was to show an asset via Sketchfab, this asset can be seen down below, it’s a very simple hand painted sword so, getting too much out of it wasn’t really expected.

We got a few retweets and a follower or two, me, Jona @Gruckel got 14 of them however, despite the post originating from @EcoTalesGame, strange.

Thick Sword by Jona Marklund on Sketchfab

I’ve yet to finish UVing the house from last week and am rebuilding it part by newly UVed part, started on some tileable textures, that’ll at least be fun!

Diving parts and making it modular.

Diving parts and making it modular.

We’ve also been reading every single article we’ve been able to find on marketing, and are trying to integrate the thoughts and experiences of other developers wherever we see fit.


K And for me, Krister @Klyxor is not only bitter over the fact that I did not manage to get as many followers as Jona, apparently you will be ever so popular if you can produce nice graphics, but code… Code is invisible and will lend you a few sympathy followers or likes at most.

Well some of my so far invisible contributions to @EcoTalesGame this past week has been more inventory stuff, GUI stuff and some research. My greatest role this week however has been that of a game designer (yet again something more popular than a coder), I drafted a simple rule set for the shop part and adventure part (this is still a secret until the announcement of what we are doing, so hush) and discussed it briefly with Jona during the weekend, before a long over due session of Pathfinder; Kingmaker in which I was the DM and got to release all my frustrations on the group of unaware “heroes”. We came to an agreement that the rules where a good starting point and will continue to talk about them as we continue our own adventure of developing this super mega awesome game that I believe should be named in my honor.

Before I leave you I do have a challenge for you, prove to the world that we coders are insanely interesting by following me (and @EcoTalesGame), also programmer art is far superior, proof below.

Programmer art

KJ Programmer tries to prove that programmer art is far superior.

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Jan 192016
 

Happy second week of the year everyone!

In these weekly recaps we’ll be discussing and showing stats and marketing ideas as well as show off what we’ve been up to contentwise.

First week of Twitter

First week of Twitter

This week we’ve started the softest of launches, we in the long and short opened a Twitter account, in this week we’ve racked up a total of 64 followers.

We’ve so far found that gifs give a lot more impressions per tweet than anything else, but until we can (we hope we will be able to) gather up a few thousand followers it’s difficult to see what this means.

So onto the content, this week I, Jona, started on the first shop, we’re aiming for a Victorian style of architecture, combined with a semi-modern Mediterranean vibe.


 

JThe shop will be used a lot in marketing and as header for our Twitter, Facebook, IndieDB and webpage so  it has to look good.

First up I drew a few thumbnails, here are the final three, big whop ain’t it?

Eco Story Board

Super simple layout.

Next I blocked this up in 3ds max. making sure the main parts of the building were within range of credible scale.

Where do you place a door handle when the door has to be huge to account for the character’s head accounting for 50% of the body volume?

Blockout according to story board completed

Blockout according to story board completed

While this is an important part of getting the game out there, with only one artist, we can’t afford to waste too much time.

Therefor I decided to make modules which would be reusable over the course of the project, thus the breaking down of building components began.

Since geometry won’t be an issue when it comes to performance using this art style, I am free to create chamfered borders to act as potential seam hiders.

Using a character for scale.

Using a character for scale.

After creating the base building I threw on same basic materials to act as color place holders and material definition boundaries.

The building also looked quite dull at this moment, so I decided to add a tower in the middle, it may not be visible in the final shot but the final in game camera angle has yet to be set and it only took a few minutes anyway.

Added tower for visual interest.

Added tower for visual interest.

This is the design I settled on, a few changes will be made and more materials will be used than it has been divided into, next up is UV mapping.

Main design complete.

Main design complete.

When it comes to UVing modular structures, the most important thing is that everything keeps the same texel density, otherwise, even with the nicest of textures, the asset will look unfinished, not to say ugly.


K I have been looking into all the systems we bought, we do this of course because reinventing the wheel is a  major time waster. So I have been looking into how we should use them and how to make them work together, so know I know how to connect the inventory system with the dialog system and its localization.


Keep on devving everyone!

Also, follow us on social media so that you don’t miss out on these posts!

Additionally, here’s a mailing list for those of you who are really interested, it won’t be spammy, we promise!

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Jan 072016
 

Weekly Recap #1

J This week I’m focusing on animation and design, I’ve started creating an item list for the game which will eventually be turned into a real artifact list.

Gifs really screw with timing, but it doesn’t matter too much as this idle wasn’t close to finished anyway.

First test idle

Out of Combat Idle V 0.6

I had some issues with the rig and have been looking deeper into Python, I’ve created some very simpel scripts which will allow me to fix errors and select things based upon names and type much easier.

Parts of my characters will be using overlapping UVs, which has lead to some issues with saving skin weight maps in Maya. I tried to solve this by using scripts found online, however, nothing really worked out the way I wanted and needed.

In the end I created an extra UV channel and used auto UVs to create a weight mappable channel, this isn’t something I’ll do very often, however when I do need to, it takes a bit too long.

This is why I, over the coming weeks, will be looking deeper into Python to automate this process completely, wish me luck, this tool could be useful for a lot of people!

A simple Tire 2 Sword

A simple Tire 2 Sword

I’m experimenting with a hand painted style with semi-realistic material definitions, PBR is cool but I really feel that this style would be great for this game.

Battle Stance Idle V 0.8

Battle Stance Idle V 0.8

Finishing up the week, I’ve blocked out and had time to do some polish on an, in-battle idle, it’s still stiff but it’s getting there, gotta work in some more arcs!

 


 

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