This Week at Sauropod Studio: Design, Animation and Shading.
Germain and Benoit has been working on design and shaders a whole lot recently. Let’s start with the new design direction for the Corruptrons. The original design that you’ve seen in the prototype and the prototype video that we released last August was really just thrown together super fast. We didn’t put a whole lot of effort into the design at the time because we really just needed something then and there. While they turned out well, we really want them to be characters in and of themselves. They should have more personality. So, Germain started a series of new enemy designs, keeping in mind our original. Here’s how they look so far, we’ll let you figure out what types of enemies they’ll be. This is, of course, a work in progress.
We’ve been a little crippled by the fact we only have one artist on our team. Obviously, he can’t do all the work himself, especially since a lot of the work has a massive learning curve before you can say you’ve mastered it. Animation is the sort of task that isn’t really optional, but we don’t have anybody in the office who’s an expert with it. And there is a lot of animation that needs to be done for the game. Unity4 provides a really powerful tool for animation, but we haven’t had time to really dig into it yet. So, we’ve reached out to one of the animation engineers of Assasin’s Creed. We’ll be contracting them for two days a week to help us out with this work. It may be awhile before there’s anything to show, because we need to introduce them to our code before anything can really be done. And that’s no small task. Eventually, the animation will be touching the combat system, which will drastically effect gameplay. We need to have this part down pat.
Good shaders can take a game from ‘me, it’s alright’ to ‘whoa, this is… Shiny! O_O’. I’m not saying every game needs to have incredible shaders to be great. Only that, according to the environment and gameplay, it can really enhance the quality of the game. One of the things we’ve started working on is the main crystal. It looks great as is, but it seems a little flat. So, here’s a little video showing off what we’re working on with multiple types of crystals. Also notice that they are now randomly generated, so the crystals won’t all look the same.
Fuzzywobs the Architect
In the past month, Fuzzywob has made a couple of incredibly buildings in our prototype. It seems that he’s not finished yet, since he’s made another timelapse this week. Once again, it includes explosions.
Soundtrack of the week
Hey there again guys! TheBox here once again with your tunes! This week, we’re going with something a little different. These are The Protomen. Their music is inspired by Mega Man, in the form of a rock opera. Admittedly, their music lacks some of the quality that have been in previous soundtracks, but it tells a story. It paints a deeper picture of the Mega Man universe, and I rather like it. Enjoy, and let me know what you think in the comments. If you have any suggestions for future soundtracks, feel free to include them. And, as always, thanks for reading.
Thanks for reading!
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