AAA Update! Assets, Animation, and Anecdotes Ahoy!

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Happy Hocus Pocus week, everyone! It's been a long-standing tradition in NickyD's family to sit around the ol' devil box each All Hallows' Eve and enjoy the antics of the witch threesome in the movie Hocus Pocus. In honor of that, an alternate title for this post is "AAA Update! Amuck, amuck, amuck–urgh!" Now then, let's get into it, shall we?

There's a whole lot to talk about this week, but we're going to focus on the two things that you can actually see with your eyeballs. First, our new 3D dungeon visual style is taking shape! We have received an asset for use in a "shopping mall" dungeon; it's a clothing display table that will eventually have little clothing things on it, such as striped thigh-highs or other cute anime-esque things. But for now, it's a shiny three-tiered table. Check it out!

itsatable

You can see we're moving away from realism and crazy polygon counts here. The thick borders around the table can be colored any way we like since we aren't just slapping a Toon shader on everything. In other words, the border is drawn by hand to give us a lot more flexibility in use than one of Unity's standard shaders would afford. You may have spied the potted palm tree plant, which is common in malls as well. We're also planning to use this asset, but we will need to have the border drawn in so that it meshes with the table's visual style. No walls, floors, or ceiling tiles yet. We wanted to nail the style down before putting walls all around the objects. Maybe that's backwards, but hey, we're still learning.

What do you think? Does this style fit the theme and art style of the rest of the game better than what was shown in our announcement trailer?

Update the second! We have been playing around with the animation features in Unity so that our enemies have a little bit of motion to them in battle. We made a video showing off a few proof-of-concepts using existing enemy designs, which you can watch below. It also has the aforementioned art asset, and even a random battle without logic/battle animations/hit point damage display–but hey, it works!

As is mentioned in the video, I [Nick] am not an animator or artist. These are not final, and these are not professional. The main issue with the art used is that it was not designed in layers conducive to animation; I had to go into Photoshop, which isn't my forte, and cut parts of the art up so that they could be added in as separate layers in a sprite sheet. It worked for the most part, but you can see it isn't perfect by any means. Future enemy designs will come in more layers (limbs, accessories) so that more parts can move in different manners.

What do you think? Should the enemies animate in a way similar to this, or remain static? Is this motion too dramatic? Should it be extremely subtle? Even after comparing it against other Japanese-style dungeon crawlers that employ 2D enemies (Demon Gaze, Dungeon Travelers 2), the choice is not clear. The very, very basic animation seen in Demon Gaze is simply a minor transform to their position and scale, so they look like they're…throbbing? Not sure what the goal was, but…yes, they throb. Dungeon Travelers 2, meanwhile, has completely static art in battle. Neither detracts from the gameplay experience, but neither are particularly interesting to look at (besides the gorgeous art itself in both).

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In other news, we had a quick interview with Erin Fitzgerald, who is an extremely talented voice actress in the gaming and anime world. You've heard her in the Neptunia series, Persona 4 Golden, Danganronpa, and like a bazillion other things. I'd hate to name drop something I'm not sure on, but those three I'm totally confident about! Check it out if you'd like! It's so awesome that I don't even care about the spelling of my last name (wink).

As for the less visually exciting side of development, we've continued to hone the battle mechanics code and will be moving on to the internal logic soon. That means enemy AI and dialing in on elemental/physical attributes' effects in battle. Our initial thought is to stick to something more accessible but strategically sound, like the "null to – strong against – neutral – weak against" logic from Shin Megami Tensei titles. For now, there's no plan to use the "absorb" aspect. Dungeon crawlers run the gamut on this sort of stuff. Western dungeon crawlers tend to err more on the side of stat-heavy and RNG logic, while Japanese dungeon crawlers keep things a little more compact and accesible in design. For our budget, compact is probably going to win this one. The wrinkle we add to this existing blanket is our Exponential Exploitation system, which we've gone over in different interviews or updates or Kickstarter info, so we won't arglebargle about it here again. Perhaps we will once we have it operational.

It's probably stupid for the developer to say this, but everything has forward progress written all over it and it's all shaping up to be very fun and exciting stuff. At the very least, even at this point, we can surmise that the dungeon crawler genre will not be embarrassed to add Undead Darlings to its fold. Thank you all for reading, and come back next week for another update!

Why Undead Darlings Soldiers On

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If you've followed us since our game's initial announcement, you've heard from us time and again what we learned from our Kickstarter and how we're going to proceed with the game's development. All of what we said is true, but we neglected to mention why we chose to continue on–after all, to the regular consumer, a failed Kickstarter must mean there's no interest for the game concept, right? Wrong, because as developers and admins across different sites, we get to see some really motivating data that, today, we'd like to share with you. This is our way of saying and showing that this game is happening in large part because of you, the fans. Or soon-to-be fans, or fan hopefuls. Whatever you want to consider yourself, it's because of you that we're making this game a reality. Please read on!

 

Read moreWhy Undead Darlings Soldiers On

Counting the Assets, Progress, and Fingers

A happy Tuesday to you all. Tuesday is definitely the weakest day of the week; the energy from the weekend is gone thanks to Monday using it all up, the mid-week sigh of progress that Wednesday brings is still a way's off, and the "almost to the weekend" feeling that Thursday and Friday bring is not present. But that's why we post on Tuesdays! Something to brighten the kinda-sorta beginning of the week doldrums. That being said, let's dive into some Undead Darlings banter, eh?

UNIVERSE!!!

This past week was a lot of reconnecting and preparatory work. Planning, what-have-you. By the time you read this, we'll have had a hangout session with our battle programmer to discuss the underlying logic and mechanics of the battle system. We've gotten to the point where we are able to link the different "sections" of the game together. Meaning, you can now traverse 3D areas, engage battle encounters, and trigger event scenes all in one map. This sounds like a "duh" thing to say, but there's a lot involved to get to that point. First, we've built the battle system, exploration, and event scene engines separately. They now have compatible code and can talk to one another in a common map! It's basically taking ingredients of a pie and then putting them all in…in a pie… It's pie season, by the way. Eat a pie.

Obligatory Minami-ke image.

Unfortunately, none of this is pretty enough to show yet (maybe next week, even if ugly and basic!), so instead how about some numbers to munch on?

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  1. Current Game Text Word Count: 113,802 (!!)
  2. Scenes for Vertical Slice Demo: Complete!
  3. In-game CG images: 15 of 23 complete, colored, delivered
  4. Images Needed for Vertical Slice Demo: Complete!
  5. Music Tracks: 2 of ~20 complete and delivered
  6. Tracks needed for Vertical Slice Demo: 3 to 5
  7. Battle Track, Event Track(s), Exploration Track
  8. Enemy Designs: 6 of ~35 (+ "enhanced palette swaps")
  9. Enemies Needed for Vertical Slice Demo: 6
  10. Can use existing ones if scheduling is shaky for the artist
  11. Battle Animations: 90 still needed
  12. Animations Needed for Vertical Slice Demo: 15
  13. Demo uses basic spell and weapon animations

You may notice a few items missing, like 3D Object count, wall texture count, and sound effect design. The first two have just started, and we are settling on a final look for the stylized dungeons and objects. Sound effect design is one of the final tasks, since it's easier to match sounds to an animation than vice-versa. As we get visual elements delivered to us, you can count on us showing them off, even if they're kind of silly or weird out of context. Especially if they're silly or weird out of context, actually…

That's it for this week! We've gotten very close to completing the engine of this undead truck; soon there will be plenty of sexy shots of the truck's body to share, as it were. Also be on the lookout for some opportunities to give your suggestions, feedback, and ideas in forthcoming posts!