This new terrain can be pieced together to easily create a variety of different looking areas.
The green here is the grass texture that spreads over a piece as the player walks on it and grass grows.
Besides that, it's been more of the same here, generally though. Dev dev dev. Time's been a little constrained lately, but that's about to change. Next Tuesday will be my last day at my "dayjob" (I'll be getting another). So for one month, I'll be free to devote virtually all of my time to Sprout's Tale.
Right now, we're working on the enemy and fire enemy. Mihai's come up with some really incredible logic systems for defining enemy patrol paths, and they're going to work really nicely with the Z Axis control we've added. Basically adding nodes to define a path and setting them before obstacles so the enemy can know exactly how to climb over them. It sounds perfect.
Also, I had a weird idea in the shower this morning! Perhaps adding some kind of plant or flower or something that shoots poison and causes the controller to start going wonky so that all the directional controls are randomly rearranged. Seems like something that could make for some very tense situations.
I don't know though. I'm pretty worried about feature creep. Anyway, it wouldn't go in before the trailers ready, since it would be impossible to convey that kind of feature in a video.
What else, what else. Story?
Don't cry, don't cry, don't cry.
I've got the story well figured. LaconicLelex gave me some really really nice framing tips a while back that I've put to good work. He used Land Before Time as the example and explained how the beginning of a visual story needs to be bright and wonderful and wowing. Then the darkness (and poor Little Foot's mom needs to bite it) so that the player/viewer feels they are working to get something back. Then brighten it up little by little as the player makes progress and - boom, explosions of color.
Sounds like something I would like to play.
One thing I've struggled with from the get go is making sure the player is getting a real sense of accomplishment out of the different aspects of the game. Growing a tree and covering a landscape in grass might look pretty, but I need the player to feel like it is something he/she has personally accomplished.
I'm actually still having trouble there. I think I need more sparkle on the grass and some little tinkly chime sounds. Anyway, I'll get there.
This was an unusually long entry. If you actually made it to the very bottom here then you are a true hero and I promote you to Blog Reader Rank 7, Regal Dragon Knight Reader.
It's been a busy week, but let's show off some of the new stuff we've made!
First off we have a general view of the game with Sprout's several assets
We've also been working on an improved character model, here's a sneak peak :D
And last but not least, another grass test, unfortunately didn't work out as well as we hoped, we reduced the level of grass or the game would get pretty choppy, but we're working on a way to get the best of both worlds! :)
That's it for today, if you have any thoughts or suggestions let us know! :)
I've opened this damn document about ten times in the past ten days trying to put words together. I keep telling myself that once we have some content to release, the words will write themselves.
But we do and they aren't. Lazy words.
The last week's been pretty busy. Personally and professionally. Major changes in the works on both fronts, though neither will affect Sprout's Tale. Look, it's enough to say I've accidentally worn the same shirt to work two days in a row. My mind's a bit full.
But let's get down to business. This week, thanks to help from @PetertheHe, we've seen some pretty serious progress on the coding front. Also, through some fairly lengthy discussions with Murilo and Matt, we've gotten closer to putting the proper fire stuff together. Murilo spent some hours tweaking the fire particles so we could have something that more fits in with the overall appearance of the world we are creating.
Particles are fun! That's going to be the general shape and look of the fire that surrounds our fire enemy. It will create light in dark caves and also spread across areas where grass has been grown. This is going to cause some pretty serious problems for the player in the game and will be the basis of what I think are some pretty interesting puzzles.
Okay, so now that you understand that fire is both useful and dangerous, let's talk about fire's greatest enemy: Water. Water's been in the books since day one, but it's a daunting task, finding a way to work it in without opening ourselves up to a plague of bugs. This week, we finally made some progress toward bringing functional water into the game.
A cloud made of particles that rains particles to extinguish particles.
Clouds can be used as platforms and ways to grow seeds, defeat enemies, and extinguish fires. In the picture above, you can see, barely, an early version of the way the rain is going to look. Rain's going to be a vital tool in the game, but probably somewhat rare.
Currently, we're working on getting tree growth in. Once that's perfected, it's going to be a matter of perfecting and optimizing while we pull the art stuff together. Then? Trailer time.
Thanks for your patience. Stick with us. We won't disappoint you!
As Sprout's Tale evolves into 3D so does the world! We could probably make our very own Green Hill Zone with these 3D renditions!
But more importantly, we have two videos to show:
The first is an experimentation with lighting and mood. there's nothing majorly new here, but we wanted to get a chance to play with the lighting and fog settings in Unity so that I might be able to match something the Lunatic Waltz piece for Sprout. It obviously needs some work still, but we think it turned out pretty decently.
The second is a test for Sprout's Tale grass growth feature
Things are going well, I think. I kind of bounce between optimism and despair pretty easily, but lately it seems to be mostly blue skies. We've got our jobs laid out neatly before us and we've created a kind of interim goal to work for that I think is good for morale. Well, good for mine anyway.
Like keeping the lines straight while mowing the lawn, it helps to look at where you're going rather than where you are. #lifeadvice
So the goal: A trailer. It makes me feel awfully vulnerable, publicly declaring my expectations. But here they are: It'll be about a minute. A quiet, moody kind of a thing that hits all the right buttons. It's gotta be beautiful. Painfully so. It's gotta show our open fields and claustrophobic caves.
We also finished the new model and we already have him working for us!
So the first step was getting the right music. Had a long conversation with +AJ ForteSounds about how best to achieve this. We ran through ideas. Conversation shifted from Limbo to Fez to the act of sweeping. It got kind of weird. But ultimately, it was a success. Oh man, was it a success. I basically melted when I heard what he put together for me. I want you all to hear it, but it had better wait til the trailer. Sorry.
We're still quite a ways away from finishing the trailer. Or even beginning it. Sorry.
We've got caves to make, and platforms too. Enemies and rain. Lakes and rivers. Clouds. A fairy.
It sounds like a lot, and I guess it is a lot, but things are moving at a brilliantly satisfying pace. You'll see soon. And you know what? I can't wait to show you.
For now, you'll have to settle for a gif. This one shows our new grass system.