Posts Tagged ‘papercraft’

Epistory: SAVE THE DATE!

Tuesday, September 22nd, 2015

Hi folks! We are so glad to announce the release of Epistory on Early Access. See you the 30th of September on Steam. Meanwhile, you can visit the Steam page of Epistory and put it in your wish listhttp://store.steampowered.com/app/398850

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Epistory @ Gamescom 2015

Tuesday, August 4th, 2015

Hi Folks! 

After months of preparation we’re ready to unleash our demo of Epistory and let you play it at Gamescom 2015.

Come and join our adventures at Hall 10.1 Stand E040c. 

 

social_announcement

 

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Visit our stand and get the official bookmark of the game

 

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This is what the wall of our booth will look like

 

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We are ready for Gamescom!

Follow us on Twitter and Facebook to get day to day news about our team @ Gamescom.

@FishingCactus
@epistorygame

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Epistory: Fluffy Friday #3 – Burning Brambles

Tuesday, June 23rd, 2015

More on IndieDB

Bite sized news for small stuff. Today: Burning brambles.

fluffy_3_header

Welcome to another installment of our fluffy sweetness. If you missed our Critters gifs last week you can check them here.

Ok! To recap, we had a world quite pleasant to walk in, decent levels and dungeons, epileptic Critters… and a girl riding a giant fox fighting against monsters and corrupted nature. Fighting how? With words. I mean MAGIC FIRE WORDS!

fluffy 3 burning brambles 2 

So, here’s the fire animation, shown in our previous paper on art direction, in action. Yes, we know, burning the forest is bad but these brambles were evil, very very evil.

fluffy 3 burning brambles 3

fluffy 3 burning brambles 1 

Imagine you’re hanging around with your fox and brambles block the road: burn them! There are monsters on your way out from the dungeon: burn them! There are cute critters… wait… stop. May I draw your attention on the fine and not final spell forging animation before the girl sets the world on fire?

Hope you felt the magic. See you next week for another incredible Fluffy Friday!

Have a great week.

Epistory: Fun with bones in Unity

Thursday, June 11th, 2015

More on IndieDB

Discovery of what unity can do in terms of jiggly bones and overriding animations.

The inception

A while back, after slowly becoming mad tweaking animations and movement behavior on our avatar, I decided to have some simple fun with Unity. See where the limit was and what’s possible in a certain domain. Since I was obsessed with the character’s animation, my attention was driven towards improving what our animator gave us in terms of natural movement. Even though the animations were quite good, I wanted some physics madness in there. So I went on a quest to mess with the bones of mecanim.

It turns out it’s rather straightforward to activate the so called “jiggly bones”. A few changes in your model before export does the trick. It does however require a great deal of value tweaking and physics engine know-how. You may follow this tutorial if you want to try it for yourself.

Here’s what I could do as a quick ‘n dirty test. This will *not* be in the game. Even if the effect could be nice, It is at the bottomest bottom of our priorities.

jiggly bones 350px

 

But doing this as a playful “what if” helped me learn a lot about how Unity works with animations and physics. Even better, I would never have thought of what I’m about to show if I hadn’t gamed the system.

A few days later, the movement and animation finally polished, I found one last thing I could do, turn the head of the fox in the direction of where the avatar will go next. Providing a subconscious feedback on the movement. Using the head bone and overriding the animation, it should be possible. Right?

epistory fox head move

 

It turns out it is. This gif was taken when a bug prevented the fox to move or turn so you can clearly see that the head orientation is overridden (and a bit disturbing, sorry).

How to do it

First, you have to get a reference to your head bone:

private void Awake()
{
  HeadBone = /*find the headbone in the hierarchy*/.transform;
}

There’s nothing to do to your model. All you have to do is use the LateUpdate function which is called afterthe internal update of the animations.

private void LateUpdate()
{
  Quaternion
    look_at = Quaternion.LookRotation(Direction, new Vector3(0.0f, 1.0f, 0.0f));
  look_at *= Quaternion.Euler(-90.0f, 0.0f, 0.0f); // Our models are rotated
  HeadBone.rotation = look_at;
}

You can do all sorts of crazy stuff with this.

The result

fox turn head subtle 350px

 

Here you can see the result in game. Slowed down on purpose to make sure it’s seeable in a gif. The effect is very subtle but you can see that the head will always point to the right direction (almost instantly) and the body follows soon after.

The next time you are frustrated with a particular task or simply bored out of your mind after a day of repetitive tweaks. Do yourself a favor and just play with the tools on your workbench. Who knows what kind of gem you’ll unearth.

}

Epistory: Fluffy Friday #2 – Adding critters.

Tuesday, June 2nd, 2015

More on IndieDB

Bite sized news for small stuff. Today: Adding critters.

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After our world building, level crafting & dungeon inaugurating, we were left with a grim realization. For all the beauty in display, we were missing something crucial. We had a beautiful but empty painting. A canvas ready for: Life! *crackling thunder*

critters idle2

So, here they are presented with their idle animation. Minding their own business until you come along:

critters run2 text2

They’ll spawn in small groups where it’s relevant and flee when you come close. Now that the system is in place we could add more variety if we find the time. It’s not completely done but I can already tell you it adds a lot to the look & feel of the game.

We’ll show more soon and I wish you a nice week.

Epistory: Fluffy Friday #1 – Tile appearing

Tuesday, May 26th, 2015

More on IndieDB

Bite sized news for small stuff. Today: Tile appearing.

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Today I present you a new kind of post that we will try to do regularly. As an introduction I’ll simply say that we have a lot of small juicy stuff to show that would feel lost in a bigger article. It will take the form of a few gifs or pictures and a bite size article. The topics should range from fluffy things to weird but funny glitches and all that stands in between: gameplay shorts, animation tests and so on. Now that it’s out of the way, let’s continue to…

Fluffy Friday #1

During your wandering in the world, you will slowly uncover more and more of it. Akin to a blank page filling up with words. We wanted that event to be enjoyable to watch because it marks progress in the game. So we did something like this:

tiles reveal

While this gif is not the final version we had at the time (I can still see a few bugs) there was no sense of accomplishment. Just another chunk of land coming in.

So we decided to wait. Once the gameplay mechanism is in place, your priority shifts to another gameplay element. Polish can come later, right? Yes! And we did a pass of polish on that system along with better graphics overall, I’ll let you see the differences for yourself.

tiles reveal2 part1tiles reveal2 part2

There you have it. Of course the final version could differ slightly from this and the gif doesn’t show the best framerate and color. I hope that this is already enjoyable and that you will want to see more posts like this.

Epistory: Paper on art direction

Monday, May 11th, 2015

More about the game on indieDB

A paper on art direction

The “Art Direction” is basically a set of visual rules you decide to follow during all the creation process of your project. All the visuals you will design will stick to it, and in the end your project will end up coherent, with a specific look everyone will recognize.

“Paper” please

When Epistory was just in the shape of a playable prototype, we were just finishing a serious game on 1st world war. Despite the seriousness of the theme, the Art Direction of this project was really cute, showing flat scrapbooking characters and paper styled interfaces.

Our game about 1st world war. Notice the “scrapbooking” art style !

 

We really enjoyed making all the game assets with this look, but couldn’t push the style beyond the limits. Then Epistory came within our grasp: “A muse lost into a writer’s mind, creating the world as he imagine the story, fighting against the blank page fear” ? Hell yeah ! We immediately saw that we could continue with the paper style thing, but pushing it a lot further into a full 3D game !

Art “right” Direction

We first started to look for interesting references and we made moodboards with it.

Some of our “papercraft” styled references

 

We quickly noticed that the scrapbooking style couldn’t be enough. Despite the 2D movements of the avatar, we had to make full 3D environments, and relying only on 2D paper collages would appear flat and boring. We decided to go for a more “papercraft” approach, with some additional elements taken from the origami techniques.

First 3D test to see what we could do with those papercrafting/origami techniques. Once we defined the shapes, we worked on a basic colored layout.

 

Paper pot

After testing differents approaches we ended up with a mix of different paper techniques:

> Scrapbooking for the environments ground tiles:

> Animated objects made of paper crafted volumes for destructible assets:

 

> Folded paper for texts and logos:

> Origami/folded paper for the monsters:

“Hot paper”

Once we had chosen the path of paper, all the assets had to stick with it, even special effects and particle systems ! We made “folded paper” styled textures, and used almost no alpha or additive techniques. It was complicated at first to find elemental paper styled effects to replace “classic video game effects”, but once we did the first ones we just had to stick to the technique.

 Fire effect without using the classic additive method, only with plain opaque paper sheets !

“Crapbooking”

The major drawback of this Art Direction is that it is often difficult to create assets “looking like paper” but with a non realistic look. We wanted to keep things cartoonish, with strong shapes and colorful
environments, but when you have to make a style of paper you can find in real life, the risk is to end up with a great but too realistic asset. The difficulty is to make believable paper looking assets, but still looking cartoon… It’s an everyday fight to maintain consistency between the assets, but
the challenge is motivating and we believe the final visuals of the game will make it really unique !

 

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Epistory: It all starts with (good) intentions

Friday, April 3rd, 2015

FB_avatarMore about the game on indieDB

The beginning

When you start creating a game. When you think you have a great idea to turn into a great game. When that idea has just been tested and when your team thinks it may become that great game you have in mind. There is something you have to do without waiting. You may have already done it during the early design process but the original vision has changed now that you made different rough gameplay tests and added new members to the team. That thing – the title already spoiled it – is defining your intentions.

Whether you call them guidelines, pillars, objectives or mantra, it is the long term vision, the global idea of what you want to do with your project. You should keep it to the essential, as it will serve as a reference to drive the whole production.

Epistory is a keyboard driven game. So that is obviously one of our intentions. But there is another one we have, not so obvious, and which came from its genre. Define the genre was needed to better define the game and communicate about it, and that is exactly why it was a problem.

The Typing Game Problem

Our core feature is the full keyboard control. So I already hear you say that we could just call it a typing game and move on. The problem is that, when I think of a typing game, I have two things in mind – and it’s not just me, a quick google search will give you the same results. First, it is most likely a mini-game or an edu-game. In other words, something I do not plan to play for a long time, or to have fun with. Secondly, I will only type words. No deeper gameplay, no choices. And eventually my computer will remind me that I am not a very good typer!

Do not get me wrong, those games are not all bad – some are even really fun for a while. But they are absolutely not comparable to Epistory: the term typing game gives the wrong idea. In fact, it is probably harder to explain what we try to do with Epistory using this comparison than starting from scratch – but now that we are here, I will try anyway.

How it works - Move screenshot

Playing a game means making choices

What we absolutely want in Epistory is to make it really feel like a game and not just a typing application. For that, we believe that it requires a non-linear experience and meaningful choices. And when I say meaningful choices, I am not talking about a big decision which follows you for the rest of the game – well, not only that – but constant small choices. A few examples in games would be taking the short risky path or the long safer one, exploring the east or the west of the magic forest first, upgrading one skill instead of another… Even positioning your car in the fastest racing game implies constant quick choices. You made them depending on the track, your opponents’ position, your current speed, the ideal trajectory, and so on.

To make those choices meaningful, I try to remember that as a Past – Present – Future rule. The player needs to understand that he has a choice (Present). He has to know what it means from past experiences (Past, in this game but not only). And he has to expect something in the future from his action (Future). If it is not a meaningful choice, the player is not an actor but just obeys the game as there is no other possibility of action.

We made that one of our intentions – even if it is important in every game – to make sure it was applied to Epistory’s design. I am not going to describe Epistory’s gameplay deeper on this article – there are more to come, but we will not fall into the trap of your ordinary typing game.

Main character concept

A keyboard controlled adventure

So Epistory is an exploration / adventure game, and we like to call it like that. It gives the player the opportunity to explore an imaginary world, use magical powers to interact and fight enemies, and upgrade them as he wants.

You should see the typing aspect as an opportunity, not a constraint. Because that is what we did: using a keyboard as the unique game controller to create new gameplay experiences. Not only to type words, and not only to earn points. We like to say that you will type the story – but that is for another article.

Thanks for reading. Don’t hesitate to support us on social networks.

Website coming soon

Algo-Bot: Kickstarter Update

Wednesday, July 23rd, 2014

Facts, observations and tools that could help you for the future!

Read it on Kickstarter

Hi Folks! 

We really hope that you had a wonderful weekend. Thanks to the Belgian National Day it’s was a long weekend for us and most of the team spent some quality time with their friends and families. 

Back to work, we are doing our best to drain traffic on the project, which is not that easy. Here are some facts and observations about the project: 

  • We are 15% funded.
  • There are still 15 days to go.
  • We need $2,276 per day to succeed.
  • Press coverage didn’t help that much (brought 10 backers – Thanks to them for the support BTW).
  • 1/8 people that visits our page, back our game.
  • The solution is to get known via social networking
  • I am really brilliant in paper crafting! 

Based on that, our action plan will remain the same. We’ll spend hours talking about Algo-Bot on social networks. If you could help (one more time) to drain traffic to the page it would be awesome. You can see the power of your network using simple tools. Here’s one of them.

If you shorten a link with https://bitly.com/ you can track the traffic on it. All you have to do is to copy-paste that shorten link on your browser, add a + at the end of it and press enter. Then, you’ll know how many people clicked on this link, when they clicked and where they are located. You can do this with any bitly-link. Here’s the one I am using for a few months now. Feel free to check its stats: https://bitly.com/1uEHxbv+

The fun part

Today, I took a few minutes to build my Algo-Bot papercraft. It was the right occasion to show to $20+ backers how to build it  :) 

 

 

Just an idea

 We were thinking of creating collector papercrafts with other skins from the game. What do you think? The papercraft would be awesome with the Steampunk skin! 

 

Another programming game

This guys asked me if we could cross-promote each other. After having a look at their project we immediately said YES. Here the reason why we accepted: 

  • We support indies! 
  • It’s a programming game.
  • The concept is quite interesting but needs help to get better.

They only have 31 backers for the moment but I am sure some of you would like to support the project. 

Debugger 3.16 – My daily life as a debug function

Link: https://www.kickstarter.com/projects/1126778555/debugger-316-my-daily-life-as-a-debug-function

 

We all wish you to have a really nice week!