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Hey guys!

TK and AltairPL have family stuff going on this weekend, so I'll be updating you on all my fun things.  Luckily I actually have some fun stuff to share this week!  


Battle Music Revamp

Audio guy and I have been working on an updated version of the battle music!  I've posted one of our early work-in-progress demos above.  The mix is kind of sloppy since we've been passing it around like a (insert hooker joke), but the energy is definitely there.  Once we get a bunch of solid parts down we'll mess with the composition more so that it flows appropriately with the game.  


Story Progress

I've been on a story hiatus the past few days as I've taken a break to work on something else (see below), but early this week I started boiling the whole thing down into what will likely be a 10-12 page summary that reads sort of like a Wikipedia movie plot write-up.  I was basically working at such a low level for so long that I didn't want to lose the forest for the trees, and with a few diverging but major ideas rattling around I decided I should take a step back to see how the various possibilities look at the high level.  Another benefit of doing this is that I'll actually be able to get critical analysis from other people without handing them a 100+ page document.  It's been in transition so much that the rest of the team doesn't even know most of the story :D.  I'm also writing the summary in such a way that, while explicit, it fails to mention the H content, meaning I can get critical advice from experienced writers who may not be all that into H-games.  


Character Shadows!

This is a really unexpected topic, but this is something I've been fiddling with for a looooong time.  We've made a whole lot of improvements to the artwork style of the game since the early releases, and something that's sort of failed to catch up is the most important thing in the game -- the character artwork!  With the switch to the new engine down the road, it's likely I'll be doing an artwork overhaul sometime in the future, and since consistency is incredibly important, it's good for us to be evaluating techniques now rather than later.  

One of the most significant areas that I've never been able to get a handle on until now is how to properly handle character shadows so that they don't only look consistent within the styling of the game, but actually add to it.  The goal in my mind was to create an effect that leans toward an animated/hand painted look so as to mitigate the unnatural 3D feel that comes across in some of the artwork.  In addition, it needs to do what shadows should do, and that is add depth; something the character artwork is lacking in my opinion.  Lastly, it needs to work with directional lighting.  *All* of the character artwork has been lit from the front up to this point, and in some environmental situations it just doesn't look that great.  The reason for this is that directional lighting (up until now) does some gnarly stuff to the character shaders, basically making unlit areas look super flat.  I've finally come up with a low overhead process that, I think, fits the bill (and just as importantly, works universally).

I've made an album that you can find here that shows off some of the test results, as well as gives a brief description of the process.   

Once you're through with that, I've also uploaded a set of GIFs and images  showing some of the many early attempts and progression toward the current technique.  Keep in mind that Google Drive doesn't play animated GIFs, so you'll need to download them to check them out.  

Let me know what you think! 

Comments

Anonymous

Just on a first impression, the song has -way- too much going on at once and doesn't seem like anything really pulls it all together. It almost becomes white noise. I realize this is a work in progress, just offering my opinion on the current state. Nine Inch Nails does a good job turning discordance into a musical enhancement by mostly using it sparingly. Listen to, say, "Love is Not Enough" from the With Teeth album. Or "The Day the World Went Away" from Halo Fourteen, Left. Or from the same album, "The Fragile" and "La Mer". I would also suggest listening to Noisia - Machine Gun -&gt; <a href="https://www.youtube.com/watch?v=n9Kp61Ro_uU" rel="nofollow noopener" target="_blank">https://www.youtube.com/watch?v=n9Kp61Ro_uU</a> I love the distortion and maybe that's a better way to describe what I called discordance earlier, but it seems to me there's a nice contrast that develops during the droning buzz sound in "La Mer" and the delicate sound of the piano, plus the additional randomish sounding noises. Don't get me wrong, I -love- the sound and feel of the original track, even if it was a little simple. I'll keep listening to this new one and see if it grows on me. The shadows are nice to see, but seem like a finishing touch.

Trooper38

i like it! \m/

Trooper38

actually i love it! i hope you guys keep it as is!

Anonymous

Well! First things first! For the shadows, yeah, that's a good direction to take actually, because as you noted in one of the images... It was always kind of weird that there was no shadows on the characters. But it looks REAL nice now. Secondly the music! Well personally I like the direction it's going, however there is a little bit too much going on, it feels somewhat over saturated in various notes they're somewhat less clear than the initial version that we heard, but imho put a stronger bass and it could do a lot better already. Keep up the good work! Also one last question... Is there an ETA for the next release?

Anonymous

I like the shadows. The shadows is good.

Anonymous

There's my super in depth opinion on the matter. :P

eromancer

The thing about pre-rendered graphics is that there aren't really finishing touches :D. There's some manual work between having a finished piece and putting it in the form it needs to be for the game, meaning the only way to improve upon it is to do that manual work over. It's minimal, but when you're talking about all the artwork assets for the game it becomes somewhat of a project. Since this has to be done anyways for when we add HD graphics, we need to figure out what all is getting revamped before then so that I can knock it all out in one go.

lolred

+1 for Noisia, it has exactly the right aesthetic for this game ;)

lolred

It looks like you're using (something approaching) point light sources? I'm finding the effect pretty strange, like the characters are facing a spotlight.

Anonymous

Holy shit! That soundtrack!

CrocoKyle

I totally disagree with the guy who said there's too much going on with the battle music. It fits the battle scenes perfectly Ero, 'don't listen to the haterz' I do believe we've waited a hell of a long time for an actual playable update though. ETA? Give us SOMETHING man! :)

Anonymous

It's not hate, it's constructive criticism. And I agree, I really look forward to the next play update. ^_^

QuestionablyInsane

Gotta agree with Midnightrogen on this one. The song seems a bit too... Chaotic at the moment with too much stuff going on... But I also agree with one thing you said: "The energy is definitely there" ... I REALLY liked your battle theme from before (I actually want the original version just to listen to outside your game) and I think there is a lot to be said about the simplicity of tune. Actually hell while I'm at it here is a short video very relevant to this topic I really recommend: <a href="https://www.youtube.com/watch?v=CKgHrz_Wv6o" rel="nofollow noopener" target="_blank">https://www.youtube.com/watch?v=CKgHrz_Wv6o</a> Basically the gist of the video is that old videogame tunes are more memorable because of their simplicity. But with all that said you could try doing one thing that could be pretty neat: You could keep a battle theme very similar to your original tune and then transition to a more chaotic version of the tune like this one with more energy when the protagonists are getting raped or are low on health or have their clothing torn. It could double the intensity of the action on the game when things are getting really intense. On the topic of shadows. I Really like the new renders with the shading! It really pushes the form of the figures and makes the pictures pop… With that said. Does that mean you’ll have to rerender everything… Because if that’s the case… Well I’ll hit you up in another post about some suggestions. :P Anyways love this game and the work being put in it.

eromancer

Well, the mix is definitely rough, so there's a lot of extra noise. The composition will likely gain some focus too, but the ball's in audio guy's court at the moment. We're sending it back and forth making edits. I'm making sure the story is solid before we get back on v0.06. It's taking forever I know, but I want to get that summary into some other people's hands for some feedback before we go one way and have to backpedal later. On the bright side, v0.06 should now allow us to test out in advance all the new tricks I'm playing with for the art overhaul.

eromancer

Yeah, I'm planning a full artwork overhaul sometime after v0.06 (probably when we move to the new engine). Things that I intend to address so far: Malise and Neon's hair will get some detail improvements. Malise's bodysuit may be revamped so as to allow for us to do the armor damage artwork for it entirely in 3D (painting it is pretty time consuming). I'll also probably make her glasses more futuristic, and will definitely be giving her revolvers a cyberpunk feel.

QuestionablyInsane

This exactly this is what I was thinking of with the other comment I was going to do! I'm actually working on a paint over of one of your images to better illustrate what I was going to comment on... But basically it's exactly that: Malice doesn't push that cyber punk vibe as much as Neon. So I'm glad to hear you are keeping that in mind... I'll try to finish up quickly so I can get on that. :)

Anonymous

Oh, and forgive my ignorance. I didn't mean to imply the shading wasn't nice.