Magic Trickery! ππππ Oldtimer and UFOh My!
WISHLIST Magic Trickery on STEAM! Pretty please and thank you!
MeaBea π§‘π
Now that my indie game has a map and fast travel it is really satisfying to see just how much of the world is finished so far~
I've been called into college to fill in for an animation class. Looks like they're using Illustrator to make art and After Effects to animate. It's pretty early on in the term, so I'll start from the basics to see what they know already. I use Inkscape for Armoured Engines (main art) and Stardust Survivors (icons).
I'm not that familiar with Illustrator; Inkscape is my vector art program of choice. I'm going to be helping out the students with their work, so I've got to familiarise myself with it. There's a few oddities; you have to use a different tool to add nodes instead of just double clicking. But it's functional so far, once I looked up a few shortcuts.
A little snowman should be easy for them to make, simple shapes for a simple character.
Most recent character for Stardust Survivors : M.R.! A space-enthusiast who can call down rolling, flaming meteors. From Spaceβ’! These meteors can be upgraded to split into shrapnel, cause impact explosions, or leave a burn!
This makes... five characters so far. Once we've got her working in Unity, there'll be only one more to complete our first set of characters. After that, I'll be focusing on level design.
Rediscovered this treasure. My bible circa 2009; discovered I still use most of the tricks I learned from this book today. Animating waves using masks, proper gradients, animation principles, etc. Its advice is still relevant even after Flash's demise.
I had a lot of game ideas I wanted to make in Flash, most of which never escaped their notepad concept. Had a few successes, a Tetris-blackjack combo called DiceJack, and Rawrysaurus, a kaiju game where you escaped from a tidal wave. My first forays into game dev.
Thanks Chris Georgenes.
Letβs start with what Iβm actually working on. Stardust Survivors is a βSurvivorsβ game, a sub-genre made popular by 2022βs Vampire Survivors. If you donβt know what that is, itβs like a twin-stick shooter, except you only have the one stick. The goal of the game is to outlast an infinitely-spawning series of enemy waves by destroying them to level up, gaining new abilities and attacks, most of which auto-fire without your direct input.
At this point, weβd barely touched Armoured Engines in over a year, and we figured a new project would be just the thing to get us out of our rut. Stardust Survivors takes that original concept and puts it into a magical space setting reminiscent of Moon Dreamers and Sailor Moon. The Stardust Survivors are a group of magical girls and boys who protect the energy of planets from the insatiable and unending tide of Constellar creatures.
Itβs still early days; weβre mostly working on adding playable characters and abilities. However, we intend to streamline the survivors gameplay with short, 5-minute runs that extend down a rogue-like track. You can try out an early demo that we prepared for a local games showcase on our itch.io page here: https://boundergames.itch.io/stardust-survivors. Can YOU beat the boss!??
Popped down to Edinburgh for the MOVE Summit, a series of talks on the UK Animation industry. The Thursday portion began with a talk from Christopher McDonald from Framestore, showcasing the technological pre-production (or "Previs") done for movies, with Wicked Part 1 as the example.
They start by using overhead "Blocking Maps" to figure out the space of a scene, where each character is going to stand, position of objects, camera locations, field of view, etc. Then they make CG mockups of characters and locations, using concept art as a base, then animate based on the director's vision. It's sort of like the next step up from storyboards.
This helps them gauge the spacing and stage setup required to pull off practical effects ("Techvis"). For example, the scene where Glinda is sailing to the university, the camera is underwater, showing her hand beneath the water's surface. This means that for the camera to be below her, the actual prop boat needed to be several feet off the ground, something they might not have caught if they just started shooting.
"Postvis" is of course the post-production of adding all the effects together for the final shot. This was also the first time I'd heard the term "Plate", for the base shot that all the effects are later layered onto. Like a sandwich, I guess. Big thanks to Chris for that talk.
Talking about the level design in βJak & Daxterβ on the PlayStation 2. Source: Official U.S. PlayStation Magazine Demo Disc 51. Support us on Patreon
We use Trello for our dev work organisation. It's not perfect, but it gets the job done. Each card is a task, broken down via checklists into steps. It helps us keep track with what the other is doing. When only my face is on a task, I know I can just get stuck in. And if it turns out I can't do it on my own, I just put CodingDino's face on it, make a note, and move on. The cards are useful, but in a great mass they can be overwhelming. Sometimes it's easier to just look at the game and see what's missing. However, a place like this is necessary to write down things you know you should get done sometime, but just not now.
Will all the tasks get done? Heck no! That's realistically impossible; the goal is to HAVE a goal, written down and visible. Otherwise you're just shooting in the dark.
Hey friendly reminder that I made not one but two games in which you've got a grappling gun that's a frog! They're lowpoly platformers and you go up against Beelzebub himself <3