Creating Houses & Being Work Efficient

Today I'm gonna show you a shorter video where I make two slightly different houses! As you might have noticed in plenty of my videos, I copy & paste a lot of stuff that I made previously. Sometimes I alter the colors a bit, sometimes the shape, and sometimes I leave things pretty much as they were.

When it comes to houses, in this instance, I move whatever parts I can use around (and sometimes swap colors) and then fill in whatever's missing once I'm done. I [.....]

Tiny Tasks

Today has been another of those days where you do plenty of tiny tasks, rather than focus on a single one! Let's take a look:

One of the things that have been requested very frequently is the ability to trade and/or drop items so your friends can pick them up! So far we haven't had that function in SoG, but from soon on, you'll be able to drop items on the ground in Story Mode (not in Arcade, as it'd be a bit OP in multiplayer [.....]

Alright, back to the pixel art and actual creation of the temple/town zones! This time we're working our way upwards from that house I added most recently on the east side of Zone 01.. :)

The next part of this area is a little garden, which won't really be that interesting in the Past, but will serve as a place for enemies to roam in the Present (where most of the garden will be demolished, so don't worry about enemies hiding behind trees, etc). 


Original Sketch

The finished garden!

Portrait of a Mountain Lady

Just one more portrait before I jump back into pixel art! This is a nameless woman that we haven't decided on exactly what she's gonna do yet, but we're gonna need a bunch of random NPCs to help you on your way through this dungeon, so I kind of freestyled a bit :)
Here we go: 
Line Art
Color Blocking
Shades
Highlights & Details
Finished sprite, regular and 2x version :)
[.....]

Portrait of the Mountain Girl, Young(er) Version

I'll keep on making portraits for a little while, so here's another one! Alternating pixel art and painting is a nice way to alternate work and keeps me from getting bored. So I'll probably swap back and forth between these as we keep on working with the Time Travel Town-thingy!
Now, this one is actually a younger version of one of the characters that you already saw, the Mountain Girl from a few weeks back (yes that means you'll visit multiple years when you travel back in [.....]

Portrait of a Time Travel Man

I mentioned it yesterday, and today it's happening! Some slightly different videos, and a bunch of step-by-step pictures, as well. 
As you may or may not have guessed, the new subject is portraits. As this dungeon is really a town in which you travel back and forth in time, there will be a bigger focus on characters and actual questing rather than getting through a temple from point A to point B (though there will be quite a lot of that as well). And as you know, [.....]

The work on that "Time Travel Town" continues this week! In this video, I'm working on the east parts of the map, adding another (smaller) house, some training dummies, a stonewall and a whole lot of grass!


When watching these videos, I'm kinda starting to note a pattern in how I work: for some reason, when I zoom in and out, the item I'm focusing on seems to be slipping more and more into the bottom corner, out of sight! Kind of silly, but I guess I don't really notice when I'm focused on work. :) 


Above you can see the end result, with everything in place! Now, the next few posts/videos will be dealing with something slightly different, stay tuned... :)
In today's video, I continue to work with the area surrounding the barracks that were made yesterday. :) 


The end got a bit cut off, but you can see the result below (click the image to view it full-sized):


Time to start working on the first Zone for real! We'll begin by with adding the exterior of the first house you'll see - the barracks. This is a place where soldiers living in the cave live, and will serve a purpose in your questing through this area. 

Instead of posting WIP pictures, I thought I'd upload a video of this process as well. I don't know if you prefer videos to the step-by-step images I used to post before, but as I mentioned in yesterday's post it's definitely easier to remember. 

..And also helps with keep me more focused since I can't tab out or the video will record my browsing/chatting as well... :D


Anyway, here's the end result: 


In tomorrow's post I'll work on the area surrounding this building, adding a prayer statue and some other random things! :)
..Yes, we really need a better name for this place than "Time Travel Town"... Anyways. 

The last few days I've been playing around with various screen capture software, in hopes of being able to make more videos and GIFs for this blog. I am basically the worst at remembering to take screens of my progress, and before I know it I've been at a piece for an hour or two and there's no way to bring back what the early steps looked like. So, I thought this would be better and easier for me to deal with. 

This is my first test at this, and features the incredibly mundane task of adding walls to the first zone of the Time Travel Town, sped up like crazy! 


I realize the quality isn't amazing, but I guess for such a boring task at this it doesn't really need to be super HD! Hopefully I'll get used to the bazillions of settings and figure something out for the more detailed stuff later on (I used Open Broadcaster Software and *cough* Movie Maker when making this btw).
So, we've spent dome time coming up with and discussing a variety of hurdles and quests/puzzles for you to solve on your way through this dungeon, most involving time travelling in some ways! Since this dungeon really will be a village of some sort, we decided to divide the area into several zones, rather than rooms as we've done with the previous temples.

The first zone won't be super big, and will serve to introduce you to the time travelling mechanic as a whole. The obstacles here will be pretty straight forward as you get used to the idea and implications of jumping through time! 
As we've mentioned before, the past version will be full of life: there will be people living and working here, dealing with everyday life stuff. In the present, however, the houses will be in ruins, and the only living things you'll meet here are the enemies you battle (which haven't been decided yet, but we're thinking about it - monkeys have been mentioned).

Below you can see my sketch version of both the past and present version of this first zone. We've tried running around on them in the game, and so far we're quite happy with the layout and distances. However, these things are always subject to change, so we'll see what it looks like in the end!

Past version to the left, Present to the right: 

Village of the Past

Since the last Time Travel Village-post I've been playing around with making a few houses and some decorative props! 
We also discussed exactly what we wanted the area to look like, and decided that we wanted it to feel like a mix of the outdoors, while still being inside a cave. So, to mix the two together, we're opening up holes in the cave, where the outside can be seen (much like it works in the Flying Fortress part of the game), and the ground will be [.....]

Before continuing the work on the Time Travel temple, it's time to do some grunt work. There's one issue in the game currently, most obviously in any room of the Temple of Seasons where you battle winter enemies. Take a look:


Their ice attacks keep overlapping things where they shouldn't! In order to fix this, we need to let the game know where these ice effects (as well as shadows and other effects on the ground) are allowed to appear. 

I'm doing this by manually painting on top of the background with any color, covering any part of the floor where the effects are allowed to appear:


Since many of the rooms have multiple floors, there will be separate layers covering each height, so the effects only appear on the floor you're currently on:


This is just one of the rooms, but the same thing has to be done in at least every room that potentially spawn winter enemies, as their ice effects are an extreme eyesore without it! 

Ideally, every single room and area would have masks like these to avoid shadows bleeding over unto things where they shouldn't, but usually they aren't as annoying as these ice effects so we'd rather save the manpower for now!

Time Temple Sketching

So, in order to get things going with the Time-Travel Temple/Village I've spent some time gathering photos to serve as inspiration for the area graphics-wise. For some of you, particularly those who work with game design, this process will probably be well known to you.
Basically, I Google around for images that suit the themes of the area, in this case various things associated with ancient Asia. I then throw them all into a folder where I can browse them easily, or make one or a few [.....]

Discussing the Next Temple

Last week, Fred got back after spending 2 weeks in Germany. As usual, we celebrated his return by going to our favorite fast-food restaurant, armed with our sketching books and multiple discussion topics!
One of the most important things we discussed was the next temple, because after just one more area has been implemented (Mt: Bloom), it's time to start working on it. I may have mentioned some ideas here before: the theme of the temple will be time travelling, and the setting will be reminiscent of [.....]

Skills - What would YOU like to see?

One of the things we're working on right now is finishing up the skills. We still haven't implemented the final charges, which would be the most epic version of each spell, and the one that deals the most damage.

So, I thought I'd just throw this out here: what would you like to see? What would your idea of an ultimate version of any of the spells be?

Our guidelines right now is to keep the spells doing what they currently do, but in a more epic way - meaning a single target spell is still a single target spell, and an aoe crowd control ability remains dealing aoe damage and can still be used for [.....]

More Maps & Arcade Mode Transfers

Today I'm bringing more treasure hunting maps! This time a bunch of hand drawn ones:




I know, I know, these are all also very obvious, aren't they?! I really just wanted something braindead to do while being groggy from the lack of sleep (I made these too while being sleepless from the toothache) :) There will be plenty of more difficult/tricky ones, I promise!
Speaking of braindead tasks, I forgot to make transfer screens for the Winter -> Temple of Seasons and [.....]

Why Just Three People?!

We often get the question why we are trying to make Secrets of Grindea with only three people, most likely from people that have become frustrated with how slow our progress is. In this post I'd like to address the reasons for why we haven't tried to expand our team, and why we most likely won't ever do so.

Reason #1: Efficiency
This might sound strange, but in many ways bringing in more people wouldn't necessarily make working on the game faster. The biggest problems would probably be in the programming department, where each piece of code needs to work with everything else, but it'd definitely be an issue for the graphic artists as well.

At [.....]

Temple of Seasons: Arcade Mode Backgrounds Part 2

Today I'm continuing to work with rooms for arcade mode! This time I'm gonna translate the autumn room into a winter and summer version. Most of the job has already been done and what remains is mainly color swapping stuff, so this post will be a bit shorter :)

When color swapping the autumn room into winter and summer, I had to adjust a few things (such as the placement of a few floor tiles and some details on one of the vines), so if you [.....]

Temple of Seasons: Arcade Mode Backgrounds Part 1

Okay, it's time to get back to business. I mentioned in the last weekly recap that I was working on rooms for the Temple of Season-floors for Arcade Mode, and today you can start seeing the results. 
To begin with, we settled on three different sizes for the rooms. We selected these sizes based on rooms from the temple in Story Mode but also on Arcade Mode floors we thought were of a good size.

I then start creating the very basics for each room [.....]

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