It’s the year of the sheep, but don’t plan on counting them this time around. I’m hitting the final stretch with this project! Huzzah!
Here are a few plans for 2015.
I plan on making a new video. I don’t know what it will be yet, but it should be relatively light and show off something new. I probably won’t promote it much.
Depending on how January goes, I may make videos a monthly thing. Up until I release a final trailer. Then again, there shouldn’t be that many months left.
The game should release in spring. Which is what I wanted, the game just has a spring vibe to it.
I imagine in March I’ll start thinking of a official trailer and I’ll do a little bit of promoting. I’ll also have to submit my game to Steam Greenlight as a game instead of a concept. Perhaps I’ll get lucky and it’ll promote itself.
I’m considering porting World of Whimsy, but again, that’ll depend on the reception of the game. I’d also like to maybe attending a convention of some kind. It’d be an interesting experience.
If all goes well, before the year is over with I’ll probably begin a new project. Right now it’s a toss up between Lithodora of Despair and that Samba of the Wolves remake I was thinking about, but I’m open to doing something entirely different.
- My Deviant Art page has been pretty much abandoned, ehh I should probably throw in a bit more effort there. Comics are always fun.
- I may consider team expansion again at some point, maybe after I get a little more industry experience.
Yup 2015’s looking pretty good! Let’s hope my challenges keep things on course.
It’s been a while since last update. The holidays have made things a bit sluggish but things should kick back into gear next year.I’ve fiddled around with the model enough to the point where I think I’m ready to start on the final model (again). The head on the left is the model in progress and the head on the right is from the last video I made. The body always gives me trouble, hopefully I won’t hit any bumps.
For comparison here are a few of the older models I had. I’d venture to say I’m improving! (I should hope so after five years)
I never finish anything I challenge myself to do on time, yet get anything done if I don’t challenge myself. It’s a sad situation really. |: (
So to keep up the pace I propose a challenge. I want a new video by the end of January. I don’t even know what it’ll be about, just some type of video. To make sure I don’t get lazy, I’ll also throw in the rule that video must introduce something new and it must be of the game as a whole in some way.
I’ll probably know what i’m going to do in a week or so, so stay tuned next year! I’ll also recap on my plans for 2015.
On the productive side of things November has been terrible. I thought I could get away with modeling if I just dove head first into it but no, it may be too late for that. I need to strike a balance on paper and with the model itself.
To compensate I’ve been focusing on the core of my character design. That is, what method could I use to draw the character the same way every time in both 3D and in 2D. A core design should prevent me from deviating and mucking things up. The concept art, the model, and the animation of the character all have to sync up so I guess it’s important to have a base line to work off of.
This is my first time doing this, I just never stuck with it. It’s likely I could never get character construction right because I overdid the base construction. Right now I’m working with a skull a pelvis and lines for legs. That seems to be working much better.
I’m about to begin modeling for the zillionth time, just thought I’d post what I’m working with so far.
I hear in Japan, concept art is usually made after the 3D model, rather than the other way around. That definitely seems to be the right approach.
I’ll try not to spend too much time on paper.
Okay it’s pretty obvious I’ve been all over the board lately! This is the last time! This next distraction is pretty useful and something I might recommend to other companies!
What’s got me distracted now? I’m creating a personal wiki for project management! It’s one of those up til 8 in the morning distractions.
One of the things I try to do when writing for the series is try to keep up with international standards (Hence my switch to a 24 hour clock and Metric Units). It’s a pretty fun subject really.
I noticed something strange however… while people in most of the world write in 24 hour clock most of them speak in 12 hour terms unless the time needs to be specified. In other words “17 o’clock” isn’t the norm but, in written form, 17:00 is. I found that very disappointing!! You were doing so well world… It’s silly to mix up both systems like that but I understand the appeal of separating 6 in the morning and 6 at night, equal numbers for opposing sides.
So that made me wonder, what would a more hybridized 24 hour clock system look like… I think I’ve found a solid middle ground until someone puts time itself into units of 10 in the year 2114. : )
What if noon were represented as +00:00, the start of the day as -12:00 and the end of the day as +12:00. You can translate this to and from the 24 hour clock by adding 12. This is similar to how in temperature, 0 Kelvin represents absolute zero but it directly correlates to Celsius by adding roughly 273.
People could say things like “it’s 8 after noon (+08:00 / 20:00)” or It’s ” 3 before noon ( -03:20 / 09:20)” or if you wanted to pronounce the full time you could say “plus eight fifty” or “minus three twenty”. It would even still work easily for computers.
Instead of -07 + 07 being opposite times of the day they’d be more like how far from the sun you are. At least -06 and +06 would keep their meaning.
Despite me suggesting this, I’d still prefer if people just used their “13 o’clocks”. 12 hour intervals are too dependent on the sun. In the north pole, there can apparently be entire days of full sunlight and on the flip side the south pole can go dark for months. Sunset and sunrise aren’t the same everywhere but the Earth’s rotation is. If one day was the sun doing a donut in the sky, I don’t think anyone would suggest cutting the day in half.
Speaking of time, I’ve wasted a lot of it writing this so I’m going to get back to work now… : P
Here at Kitasia, we try to keep things literal! This means making and using terms that are immediately understandable without botching the English language anymore than it already is. Yeah I know this post is going to make me seem like “that guy”, but I gotta get this off my chest.
This week was more about preparation than progress, so I focused on myself a bit to get myself more… focused (if that makes any sense). Feeling pretty good right now despite the slow week.
I haven’t done one of these in a while. It’s been quite some time since I’ve actually reached a point where I could talk about any real developments!
So what’s new? Lately I’m still adjusting to the concept of using more realistic physics. Felix doesn’t jump as high and it feels like things fall a lot slower, so I’m going to have to reference reality a bit more to give things more impact. It’s actually something I’m kinda like forward to. I think the result is going to be a very unique mix. So what does this mean for the player?
- You can’t jump as high (it would be too floaty)
- Plummet Damage (falling from high points) is more of a hazard
- Falling may feel more floaty (depending how well I hide that later)
- Wall Jumping won’t get you as high
- Moving platforms behave significantly different from traditional platformers.
(i.e if one was moving fast and suddenly stopped or changed course you’d fly off)
- Ledge Climbing is more important
- High-Speeds are dangerous!!
Essentially the player is weaker in a lot of ways, which in my opinion, can make for a more exciting experience.
It’s still going to be at least two or week or three weeks before I go into visuals. I’m trying to get the most important stuff out the way so I can freely work on the fluff.
I think I’m going to start doing this weekly or at least monthly. Really helps me keep my place when I get sidetracked.
To commemorate an occasion only I could possibly care about, I made a video! : )