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Working Design

Model Images are off limits right now, but here’s a picture of the design I’m currently working with. The picture is in my concept format so the face looks more classical because its easier to work with. I think the trick to a foxier look lies not in structural changes but the fur. Next time I work with art I think I’ll try more detailed fur and a finer outline. Art really isn’t all that important though…. but it sorta is.

I consider this design to be a blend of all the previous designs and everything about it so far just feels right. Hopefully it works just as well when animated in 3D.

Real Physics

I’m reworking the collision system again, not because there was a problem with it (for once), but because I’m going to add a realistic physics engine to the game. Physics based puzzles did cross my mind but it would’ve been too much of a hassle with the old system but things are looking up for it this time around.I  really just want it to make the environment become alive!

I’ve been adding a lot of things I originally didn’t plan for that have really pushed back my project time (3D, Shadow Mapping, etc..) but as I stated, I’m striving for quality. If I was willing to make the game longer, I would think a Xbox-Live Arcade release would definitely be plausible.

Boss Fights

One thing I’ve been looking into is how boss fights precede. Lithodora has been designed to be much more active than any of the previous games so unique boss battles should click right into place. Before I go into what kinda fights I have in mind, I’d like to go over a little bit of history…

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Reviews Added

I can’t seem to find them all, but I added review pages to the Tale of the Night page.

It may be some time before I have any actual screens. I’m taking a more, professional route more by showing nothing until I think it’s final and no graphics in the game are final at this point. I’m pretty sure that blue sky won’t appear in the game.
On a side note, I sometimes go back and experiment with music a little bit. I’m pretty disappointed with my lack of variety and repetition. At the time I was just happy I made could make my own music. For practice I’ve been playing with orchestrated music, once I get a feel for that I’ll probably go back a bit and blend in some of the catchier instruments with it. I’m certainly no musician, but I think I can pull something off with a bit more attention applied.

Breaking Changes

For those of you out there who bought Tale of the Night, you may find Lithodora of Despair to be very different. If you enjoyed the game for its fighting, you might be a tad disappointed because not only has my focus shifted away from fighting but the combat system is in for a few changes. In fact, the entire first stage won’t have any baddies on it. That doesn’t mean there won’t be fighting though (wink ; D). I’m clocking it at around 10-20 minutes in length. The trial experience will show a lot this time around, but I’m planning to cut the stage short in the trial version so players can see what happens at the end of it.

The controls are relatively the same at the moment, with A for jumping and X for attacking. I can’t say more because nothing has been confirmed but it’s safe to expect that you’ll be using the Right Trigger a lot, and it won’t be for blocking as that’s likely to be removed.

Lastly if you enjoyed the classical restart the whole stage if you die approach, (cricket chirps), then you may be a bit disappointed here to. I plan to try and keep the game difficult but without punishing the player by redoing large portions of the stage. In short, assume checkpoints to be added.

One more big that I must reiterate. There will be NO MULTI-PLAYER MODES. This time single-player will be getting my utmost care.

Art Update Jul-7-10

The art section has been updated.

Calmest before the Storm

It may be noticeable. I’m not updating as much. Well that’s because I’m much less bored now and I’m getting down into the meat and bones of the game (actually I was literally working on the bones not to long ago ; D).

There’s another reason for the lack of updates though. I think me going on and on about the features doesn’t really say much about how good the game will be and it’s likely leaving me a little flat. So I’m banning myself from posting little things like clouds and billions of Felix redesigns and the website will only post content, interesting features that I can show through pictures, and special posts about what’s going on.

One interesting thing to try perhaps would be one piece of art on a weekly or monthly basis via deviant art. (Which is outdated AGAIN!)

In short, it’s time I begin the promotion aspect of things. But for those interested in things that probably only interest me. Here’s one last bit. I’m working on hair that moves , OoOOOooo as if it’s never been done before!! : j

First Sky

To the Skies!

I’ve the thought about it, and the fact of the matter is it seems like a lot of the game takes place on roof like areas. So I decided to check into atmosphere and weather effects and put grass shading on the later list. I hadn’t really thought about the sky. Usually I’d just some some 2D background for a sky and call it a night, but because this game is 3D and I’ve  put so much emphasis on the environment , I just couldn’t do that.

The sky isn’t finished but I have the key idea of what I want in place. It seems very generic from the picture but it’s actually how it moves that makes it interesting. When will I start posting video? Probably when the first level is in playable form. Starting this week I’m going to begin working towards that. I’ll lay out my base graphics and slowly improve on them as I go along as opposed to trying to perfect things as I do them. This move would’ve been unacceptable with characters because looking at the characters long enough would inevitably screw up my perspective, invoking a design change. It’s happened enough times for me to know.

Ah one more thing! My source for these neat little clouds is the following:

Source: Little Box Of Ideas

Felix 06-19-2010

The Missing Month

This may have been my slowest month ever, and it started off so well. Granted, it’s not over yet, I don’t think I’ll do to much to make up for it. The majority of the month has been spent redesigning and reskinning my model. Finally the model is turning out how I want it. There are a few touches I’m not yet able to implement so I’ve dumbed it down a bit. I won’t say this month has been a waste of time in terms of productivity. I learned my inverse bind pose was set up wrong which could’ve easily made me need to do all my animations later on and I also learned a bit more about actual skeleton systems and how to get the better results. It took forever but all’s well that ends well right?

Now that I’m over the hump, I’m think I’m finally going to look into that grass shader. I really just wanna get all my graphics testing out the way now.

Environments, Equipment, and Epics

I’m drained from the massive amount of E3 content I’ve watched. That combined with all this design work I’ve been doing makes me exhausted to say the least. E3 is typically my glimpse into the future to see the direction gaming is going. I always feel small after watching it, like I’m never going far enough to make it to that stage. I didn’t feel that way this year. I feel so strangely ambitious about this that I partly question whether I’m delusional.

Everyone is probably still gawking over the E3 media right now, but still, I’d like to talk about 3 different Es which are a detriment to direction my game is going in. To do that, I’d really like to go into the source of my inspiration for these elements, Zelda.

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