Whew! Started feeling really rotten there at the end of the "break". Had too much going on in my personal life to spend a proper time on Sprout's Tale, but we're back now and, dare I say, with a vengeance.
Our enemies are, unfortunately, still rolling balls, so you'll just have to continue waiting on that front. But the good news is we've now got that awesome darkness effect with enemies that you could see in the 2D version AND we've now got a really cool but not-quite-finished system for the fire burning grass away.
Touching burning grass is deadly!
I've also just about finished the first part, and what will hopefully end up being the larger part, of the main demo level. These will boil down to being basically the first and second levels of the game and basically active tutorials. There is no reading to do and there are no verbal instructions. Glean from symbols and context like it's 1998, ya'll.
Here is the first forty-some seconds of that level. Don't cheat too hard.
And yes, I forgot to edit out the Unity bar at the top. So sue me.
The second part of the level is going to be much more fairy-heavy. You'll have direct control of her actions and you'll need her to light the way, pick stuff up, and generally be your little helper. She's so nice.
I've got the thing mapped out and blocked out in white blocks, so let's see how it ends up.†
Stay with us, we're almost ready.
In our last bit of big news for today, voting for IndieDB's coveted Indie of the Year title has begun! Please lend us your support with a click of the mouse- vote for Sprout's Tale! And spread the word! Thank you!!
This week's been a bit of a funny one for us. The weekend was largely spent devising a way to get organized and prepped for a trailer ASAP. That meant redoing the initial trailer doc into something more carefully coordinated and manageable. With some help from Mihai, I think we've managed to put together something very interesting.
The first task is to redo the grass. Currently, the grass not only looks too sparse, but its taxing on the system. With the new terrain, we've got a much larger area that needs to be covered by grass, and that would require even more separate instances in the system, each being animated to grow and move in the wind.
A pretty picture, but the grass just won't do.
We're going to try at least one different thing to get it working, but it could be many more if they don't work. We've got some ideas.
But instead of spending another few paragraphs going explaining hypothetical solutions, I'd like to introduce you to our latest accomplishment. If you were with us over the weekend, you may have seen it already, but I think we've got a really nice death effect ready for the enemies. Add in some lovely particles and sound effects and baby, you got yourself a stew!
Obviously, it'll make more sense when we have the†actual enemy model in.
Meanwhile, we've been doing some work on the website. After lots of peer pressure, I caved and went for a Wordpress. We've still got a LOT of work left to do on it, but if you'd like, feel free to take a look and use the Contact link to send me a message about what a bad website builder I am.
It's got a cool kind of Mad Hatter look, doesn't it?
We're getting pretty close to our midway goal, which is to have a trailer and demo level ready to possibly use as crowd funding tools. Features are being quickly struck off from the list of what's needed and I'm getting a short level ready for testing.
So that's all well and good, you say, but where's the proof? For now, I can't offer much. We've still got some tweaking to do (the jumping is behaving extremely erratically at the moment) and lots of animations to do before I can show a proper video without it looking like more of the same.
But Murilo's making some major strides through animations and we've got a much more Sprout-appropriate looking run cycle on its way. Last night we spent some time chatting about trying to get distinct aspects of a character across through minor changes in an animation. From what I've seen so far I'd say Murilo's managing to accomplish that.
Meanwhile, Mihai's been storming through our ever-growing feature list so that everything's starting to finally work together.
Not least of all are trees. Now modeled, animated, and coded, Sprout can once again throw down trees to make platforms and defeat enemies. Also they look pretty as all get out.
Murilo's also put together a little test scene using a few of the tree texture variations which you can have a look at by clicking this link. Fairy warning, it may take a minute to load.
Here's a gif of the animation:
I also took some time recently to make sure to get Sprout's name onto appropriate forum places. Going to try to hit weekly updates on all of them, despite the apparent tedium.
Alright if anyone reading has any cool ideas for rewards you'd like to see for a crowd-funding campaign, please let us know!
With so many posts on our recent technological advancements, it's possible some of our readers may not even know what our vision for the game is, so here is a brief summary of Sprout's Tale
Sproutís Tale is a 2.5 D game set in a dying world. As the protagonist, you are tasked with battling back the end of times with a pouch of seeds and a mysterious friend. Grow trees, vines, grass, and flowers to solve puzzles, kill enemies, and restore the world.
Sprout, the central character of the story, is awoken from non-existence when the world is on the brink of collapse. Darkness has breached almost every corner of the land and water, and it seems that only he and a winged companion have the power to stop it.
Find and plant seeds to create bridges, stairs, ladders, and traps. Using the right seed at the right time and place will be entirely up to the player, and saving seeds to utilize other tools in the environment will also be entirely within your power. While not strong alone, Sprout can use the fairy to help him carry and push heavy objects. The fairy itself will be entirely in the control of the player.
You can see our latest video here:
To be developed for PC, Linux, Xbox, PS, Android, and everything else we can afford.
hings are coming along. We've got the bare-bones of the new terrain now, though still not quite enough to start putting things together properly. For the time being, that means you're going to have to settle for more rough draft kind of stuff
As you can see, we've been working on adding some more camera movement to the Z and on the enemy patrol and chase movement. In this video, that little reddish orb is an enemy (don't worry, just a placeholder) and you can see some of the path he's set to follow. As discussed last week, we set nodes to tell it where it needs to go, and Mihai has included a funny little tick box called "Ping Pong" which means it repeats the path backwards at the finish.
If the player were to get in front of the enemy, it would start the chase routine, doubling speed and running at the player to eat him. Needless to say, that animation is yet unfinished.
If you strain your ear, you can hear the sound of the cloud dinging when the player jumps on it and the rain falling. The rain is used to kill enemies underneath. That means we'll need to fix the camera so more of the bottom is visible when the player is up high.
Overall, I'm pretty happy with the layout here. The enemy is set to jump over obstacles properly, which should add some more tension to any chase moments.
In case you've forgotten what our old enemy looked like, here he is again:
At the moment, I'm putting poor ForteSounds through hell by nitpicking the Cloud sound like crazy. My ears are apparently broken because all the cloud sounds seem too metallic to me, and I want something very very soft. He's now made so many versions, we're approaching the tenth one.†
Luckily, he's keeping his ire hidden from me so I can just go on pretending I'm not annoying the crap out of him. Poor guy.