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Decade Design was officially formed in 2013 for the sole purpose of developing Sprout's Tale. It's going pretty well.

Unofficially, however, our company is a continuation of an ancient guild of carpenters devoted to some kind of mystical practice that will allow us to take over the world.

We're not really sure what the mystical practice is though, because record-keeping in the early days of the guild wasn't terribly well done. will allow us to take over the world.
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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.

Yikes.

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.



That's all for now.
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Before I get into anything else, we got some really really awesome fanart from James Ghostetler on Twitter:


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!
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We have a real treat today! We present to you an interactive build of Sprout's Tale's 3D game assets all packed into a luscious green hill. Please follow this link and check out our interactive build
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DecadeDesign
11:12 AM on 10.28.2013

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.
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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.

Well, that does it for now.

Don't forget to follow us on Twitter!
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It's been a while since out last update, so bare with us as today's entry will be chalk-full of screenshots with appropriate descriptions on our progress.

First off, we've been experimenting with lighting and mood, this is the result of one of the experiments:


During these past weeks we've been creating several new art assets, we've built most of them to create what will one day be our demo level:


And this is how it should look when being played:


We've also added the ability to walk in the Z-buffer (depth) this is the result:


We've also been adding backgrounds so the player isn't constantly staring at an endless ocean. We've added a bit of fog to as well:


And here's a closer look at the home models:


We hope you like what you see, and remember you can follow us on Twitter, Facebook or our developer's blog!
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