Monday, August 8, 2011

Updates

Whoaaaaa!! It's been a busy month. I apologize for the lack of updates, but I've been very busy lately.


What's new?


Personal stuff

Been studying like crazy, I passed Auditory! It's been very very hard. I'm now this close for graduating as accountant (yes, I'm a C++ programmer, a modeler, and an accountant. Being versatile helps keeping oneself open minded and you learn a lot; as well as taking a business seriously)


Other projects

Ogre Meshy hit 1.3 version. Three versions had been released since last time I posted. Bones can now have their names displayed in the 3D window, better Linux integration and improved stability. Fixed crashes on some resource reloads. It now supports the latest Ogre's 1.8 skeleton format.


Distant Souls

The juicy stuff! Best things come last. I've been working on new models for the game. They're all secondary and primary characters (aka protagonists). By reusing as most as possible, I've been doing new characters at a rate of about 7-9 days per model. This includes modeling, texturing, rigging and readapting the new animations. Each character is taking less time. Last one took me 6 days.


At the beginning I was trying to make each character unique. As a start, each character having it's own height. Really bad idea! Blender is terrible when scaling a skeleton (oops, they call it “armature”) as their animations may need serious adaptations. Blender doesn't have retargeting algorithms to automatize the process, so it takes one to two days in fixing these bugs.

Lesson learned: From now on, use standardized sizes. One for boys, one for girls.


Note the following screenshots were taken as is during development. They don't reflect the quality of the end product.


And now, let me introduce you to...

Look at the camera sweety”

Rachel!

She's young, passionate, sweet and cheerful. One of the main character's love interest. I have very special plans for this character (you'll have to wait for the game!) as a key plot element for the story. Rachel comes from a gifted family, manifested every now and then as a yin-yang symbol in her eyes instead of regular pupils. Naturally, her connection with the spirit world is stronger than most people.


...”

Ismael

Don't bully him about his girly complexion or he'll kill you. Despite his appearance he's a trained deadly assassin who went rogue. He helps the main team as much as he spends fleeing from the Hashashin order for leaving them.

Originally, I intended him to be the “pretty boy”, with some story jokes about it. He was the first male character I did, based on the female models I've been doing. As a result, he looks very feminine. It looked far more feminine than I envisioned. But he wasn't a primary character, and I spent one week on him and wasn't noticeable until it was too late. To be honest, his design is the one I liked less. Let me rephrase... I don't even like it. He was supposed to be a bad-ass looking assassin paying tribute to the game that inspired me to make this game, with a “pretty boy” harassment. So I said “f*ck it”. He's staying so. Instead, I've slightly modified the story and he's now a rogue assassin with a psychological complex for being bullied for looking as a girl. I'm considering making him mentally unstable.

His fellow assassin will be bad-ass when it's time for their Order to enter the story (by the way, the other are all bald)

By the way, Matrix-style capes may look awesome, but they're painful to animate. Unless you have a real-time soft body simulator, it gets through everything. It always finds it's way.


Leave them be, it's not our problem”

Joseph

One of the main characters. Prefers avoiding battles where he is not involved or has nothing to do with it. This clashes with Nathan, which is the exact opposite. Once he is involved though, his impulses makes him quickly engage directly in battle.

Very astute when it comes to planning. Usually cold, which is the way he hides his emptiness and despair from the harsh world they live in. He's rather pessimistic.

I'm truly proud of his design and details. Took me 7-8 days. He was based on Ismael's model. This time my mom (yes, my mom!) helped me with the face shape. She made me notice the weaknesses in the previous model. For starter a woman's face is more rounded, and if we were to find a shape for the head, it is more like a triangle or pyramid.

A man's face instead is a cube. Of course a rounded cube, but a cube; and with sharper, crisper details. The chin must be considerable wider. His cheeks must stand out to give his male appearance, but they must cover a big area in the face otherwise it looks like a girl's cheek, causing the opposite effect, which stand out even more but are smaller.

As for the torso, a female's body has curves, it's looks like a parabola from both sides. A male's body is a straight triangle pointing down, or a trapezoid.

He's probably my favourite character. Although the name “Joseph” doesn't have quite a ring to it. I'm open to suggestions to change his name.


Are you looking at me? Good, that way you won't lose hope


Nathan

The main character alone with Adrianne. Nate for short, Nathaniel is actually his real name. Determined and focused. Doesn't like injustice, which makes him involved in trouble more than he needs. He understands though, to carry his mission he needs to cast away his feelings. Tries to fill his sadness with smiles and humour.

When Adrianne is near Nate's judgment becomes clouded, causing trouble in the team.

I wasn't sure how he was going to end up looking. I had a rough idea in my head about his clothes, but not about his face. His design wasn't as clear as Joseph's.

In the end I like how it turned. I admit he looks rather typical 16-year-old girl's stereotype of “pretty boy”. Nevertheless it as an opportunity for appealing to part of the female audience, while I'm hoping the other part of that audience will be attracted when Adrianne is completed (She's a strong, independent, lone wolf protagonist). The story will tell a sad love story, where the protagonist has a crush on the girl but in the end... well. Talked too much already. What I will say is that it's not a tragic love story, it's a sad one. Tragic (cliche) love stories are about two love birds until one of them gets shot. This is NOT it. It's about complex relationships.

I was dubious whether to make him a pretty face boy who gets rejected, or a tough guy with a soft/weak spot when it comes to her. As the model ended up, pretty face boy it is.


Budget drives plot? Sort of

A plot driven by budget like the title says, sounds like it will result in a terrible story. But wait... what has budget have anything to do with the plot? Nothing is cheaper than writing a sheet of paper, unless you're paying a best seller author full-time to do it.

Well, it boils down to time and technical constraints. The most notable example is the character “Ismael”. I've adapted his story to fit his looks, rather than spending 3-4 more days in him to make him look the way I wanted. For a more important character I would definitely spend more time until he looks just the way I envision him.

There are other small details like height. Due to scaling the skeleton being such a PITA, the model's height doesn't always match the specification document I wrote (which has far more heterogeneous values). A few liberties have to be taken and be prepared to accept some changes in order to achieve a fully polished game in a realistic time frame.

I'm usually an obsessive person when it comes to details. And I believe a story has to maintain certain coherence to express the author's true intention. But you have to be able to adapt to the situation, be realistic, evaluate what's important and what's not.

This is still a fun process. It's not always “budget” constraints. During development there were a lot of bugs, wrong parameters, or even tests that failed to do what they were intended to do. Nevertheless out of that process great, original ideas are coming out. I've had lots of ideas just by thinking, and I'm afraid I will only be able to implement less than 1% of these. It even worries me the final product doesn't get to a repetitive boring game by always focusing on the same few things (Assassin's Creed 1, anyone?). I have to be watchful for it and gameplay test a lot.

The cool aspect of the ideas coming out of bugs and failed test (which often results in quests, innovative boss battle ideas, minigames) rather than pure thinking is that if they're already working... then I won't lose time implementing them! Just develop it a bit further, understand why it works, and include it in the game. Simple as that. The hardest aspect now becomes how it will fit in the progress of the game and story, it can't look like a just threw a minigame in the middle of nowhere, with no relevant plot relation at all.


What's next?

This week I probably won't be doing much, I have to study for another hard exam (wish me luck!!! Thank you). Afterward I will resume development of Distant Souls. I have very specific ideas about Adrianne, so I will spend in her as much as I need, as she's very important for the game. That should take around a week. May be I'll do a few weapons, which are easy to make and are certainly lacking.

After Adrianne, it will be time to focus on smaller characters, like crowds, enemies, minor NPCs. Their quality will be considerably lower. We could say they're “mass produced”. All of them should take between 2 and 3 weeks (I'm hoping for less). Furthermore the current character have lots of detailed animations (Nathaniel has circa 25 different animations) while these won't have as many, only what's needed for them. Many crowd models will also probably be just a texture swap, same model, same rig.

After that, it's time for attack animations (I've done a few tests so far). That may take quite a long time depending on how it goes (may be even 2 months!) They have to be done once I've done all major characters so that their attacks (times, reaction speed, invulnerability frames, hitboxes, attack combos) are all balanced.

Once that's done it would be time to deal with buildings, level layout, then quests, missions, etc. I'll wrote more about it once I get there. Once missions and levels are laid out, bosses will be modeled.

Some cut scenes will be done along the way, while the rest once everything is done.

All this and I haven't got time yet to talk about the main antagonist. He'll be feature in another post.

It will be a tight schedule but I'm aiming towards February 2012.



I'll keep you posted!!! See you soon!!

Don't forget to comment, feedback is king!

Thanks for reading :)


Dark Sylinc


PS: If you're a talented environment artist or animator and want to join the team, contact me at dark_sylinc [at] yahoo [dot] com [dot] ar Note we work on a profit share basis.

Making your character come to life

Two articles have been exclusively published in Gamedev.Net, Part II was featured!

Making your character come to life, Part I
Making your character come to life, Part II

Thursday, May 12, 2011

We're looking for artists

Distant Souls is in the need of artistic talents to join our team so we can speed up development. Note these aren't paid positions for the moment (based on royalties).

Talent needed:

We're looking for at least one modeller, one texture artist, and one animator. Doesn't have to be 3 different people. If you can do all that stuff, that's great.
Be sure to read our Art Guidelines to know what kind of work is needed.


3D Modeler:

  • Excellent character modeling skills
  • Proficient creating low poly medieval, ancient, or arabian buildings
  • Creative, independent, motivated, disciplined. Able to follow art direction guidelines, as well as technical requirements.
  • Environmental art skills are a big plus (debris, ruble, pottery, boxes, leaves, straw, modeling of small items in general)

Animator:
  • Able to make complex character animations. Candidate will deal with at least 28 different animations (main characters).
  • Able to make looped animations
  • Animations include idle, walk, run, jump, jump forward, attack, etc.
  • Animate both centered to the engine as well as animating (see Guidelines)
  • Facial animation skills is a plus ("pose"/"shape"/"vertex" key animations)
  • Experience with game engines is a plus
  • Candidate may be required to constantly interact between the animating tool and the game engine for tweaking.

Texture artist:
  • Able to follow technical specs (Resolution, formats)
  • Work will consist in creating Diffuse maps, normal maps, and occasionally specular maps.
  • Proficient creating normal maps. Knowledge of different creation techniques (non-exclusive)
  • Able to tile textures when required (non-exclusive)

The following are desired in candidates, but not exclusive:
  • Blender experience is a plus
  • Lua script knowledge is a plus

Currently all existing models (which aren't many) already have their animations. Therefore animator skills won't be used until the modeller finishes some of his/her models.
Nevertheless you can contact us if you're interested; we have a base model (natively modeled in Blender) with all working and tested animations, which can be used as a template or reference. You may want to try & experiment with it before getting into the real thing, and get to know how the animations can be customized inside the engine, etc.
We have a few building models which aren't textured yet, so that can start immediately.

All members may eventually need to use an SVN client (We recommend TortoiseSVN for Windows users).

Those interested send us an email at the address contact, containing a portfolio or previous works (i.e. a link to a website, CgSociety portfolio, deviantart account is fine) and expected profit percentage share.

Compensation:

Percentage based on profits. Profit sharing will be determined upfront, determined by this contract (draft). The intention/purpose of the contract is to avoid any misunderstanding, presented we're actually serious in getting the project finished, maintaining certain level of professionalism within the team. This is an indie game based on revenue sharing, therefore there is no point in keeping a draft of the contract terms secret.

Target system: PC, Windows only

Currently used technologies include:

  • C++, Visual Studio Express 2008
  • Ogre 1.8
  • Havok 7.10
  • Lua
  • OpenAL
  • Cg, Ogg Vorbis, libnoise, OIS, tolua++
  • Blender, GIMP
  • SVN, Tortoise SVN
  • Asio (networking)

Contact:

Skype: dark_sylinc

e-mail: dark_sylinc [at] yahoo dot com dot ar

Regular contact will be done through Skype. Once a week a Skype season will be made to keep everyone on track. It's not demanded since the position isn't paid (not until we see revenue), but it will be a regular practice.

FAQ:


Why should I join Distant Souls team? You would get to work with some really dedicated people and have fun developing this game. It would look good on a resume. You would also gain a lot of experience about game development along the way.


Why making Distant Souls? We encourage breakage into the gaming industry. Hopefully Distant Souls will be a successfull indie game; making it a way for it's team members to get recognition and money.
Shall it fail, you gain a lot of experience by working in real, serious project, and you still retain ownership from all the work you did for us, which you can reuse. If you ever leave the team, you won't have the feeling of having wasted your time.
There's one more reason: We do this because it's FUN! We're passionate all at what we do.


If I were to want to join Distant Souls how would I go about doing so? Do I need a portfolio or something? Yes, we're looking for talented people for making this game. You don't have to be an experienced AAA developer, but we're not looking for newbies either. We would mostly want a link to your portfolio and previous works. Best way to contact us is by sending us an email.


The skill requirements and the contract look very strict, that's scaring me off! The required skills is a list of the ideal candidate. Like in regular job applications, you don't have to meet all the criteria. If you think you're up to it or you're confident about skills, you should contact us. The contract looks strict so that it can carefully cover most common issues when dealing with joint efforts once we start with profit sharing, legal stuff always looks like that. It's also a way of showing we've been thinking of it and we are serious about finishing the game, selling it, and making a revenue from it. If you see a team without an agreement of how the revenue will be split, they've started with the wrong foot.


But the contract says words like “Obligation”, and we need to stay in touch at least once once per week? Am I becoming your slave?? No, not at all! This is a volunteer work, therefore you're not forced to anything. We all have lives and some of us may only be dedicating to this in our spare time. The contract says “obligation” because it's the clause where it states you're committing to apply your talent, and in exchange, you will be rewarded with profit share. If you don't apply your talent (you don't fulfill your “obligation”), you will get less (or none if you didn't contribute at all) profit share; that's all.


What happens with my works in this team, why does it say “you grant me your rights to... blah blah”? Looks like you're ripping me off. Unlike many other projects, you retain whole ownership of what you create for Distant Souls. You can for example reuse or resell your work for whatever you want, even for another completely different game. The contract makes you grant us lots of rights over your work so that we can commercially exploit it and give your profit share without having to ask for your permission every time. Besides, we cannot use those assets if it's not for exploiting something related with Distant Souls (i.e. a sequel or spin-offs).


So, I can use my work freely? Yes. But beware of joint works. If you've made a 3D model, and someone else textured it, you only own the 3D model. If you've painted half of a texture, and someone else painted the other half (i.e. painted over it); it's joint ownership in which case you would need the other texture artist's permission to use the texture (and viceversa). This is falling out of the scope from Distant Souls.


I see you make a lot of use from Blender/GIMP, can I use my own programs (like Maya or Photoshop) instead? Absolutely, whatever makes you more productive and you feel more comfortable with. Some assets have been created with Blender, which makes it easier to use them as reference when in doubt when creating new ones; but even then, there are plenty of ways to import/export models between these applications.

Tuesday, May 10, 2011

Every story has a beginning...

Pheeew!!!

Finally, after three months of intense work, I'm finally able to release something eye candy about the game.


But first let's make an introduction:

Distant Souls is a third-person, action-adventure game with gameplay mechanics and style which could be best described as in the middle between Assassin's Creed and Kingdom Hearts; playing in up to 3-member teams.
The story will put you in the body of 4 characters with tragic backgrounds in the pursuit of a dark being trying to take over the world. While the world is in a grim and sad state, the story will surround how people manages to overcome tragedies and find happiness, generosity and glimpses of humour.
The project started around beginning 2010 in my spare time spending no more than 3 hours a week, until it became full time in January this year through March. We are looking for some 3D modelers, because it's that time. Most of the code is finished at this stage.
I've been doing all by myself (art, coding, story) but study (I'm studying economics) has slowed me down and now I need talented individuals who can help me speeding up with the artistic side.
Hopefully, the game will reach beta by the end of the year.

Over the course of the development, I've been taking screenshots at different progression stages, which are now the ones posted below.

You may notice the game has always the same character. That's because I'm always testing with the same model, the only one so far. This should change now that all C++ code features have been locked. It's counterproductive to have many art assets while you're constantly changing the code.

These four are among my favourite screenshots. Lots of stuff is going on (HDR, Godrays, SSAO, Tree wind). Note all of them are in alpha stage, and may not represent the final quality of the finished game.








The test level where I try everything new. Loads in no time. In these photos water reflections were being tried out:






One of the first HDR tests, the overbloom is on purpose. Looks chilly:





These screenshots were taken to test the wind system that brings life to Distant Souls:






Clouds are generated procedurally using libnoise and custom shaders.





Clouds can also cast shadows.







First time basic particle FXs were tested




This is one of the latest levels. This is actually a mockup from the city of Jul Kaseem, which is the first city to be visited in the game. Still needs a lot of work.


















One of the very, very, very early screenshot of the game. I still like to keep it because it looks cool, and gives that feeling the final game should preserve. Was very impressive by the stage the engine actually was. I didn't even have my own model, so I used the green ninja that comes with Ogre.



The engine uses or supports:
  • Ogre 1.8 for rendering
  • Havok 7.10 for Physics
  • Supports multiplayer, using Asio as library
  • Uses Lua 5.1 for scripting.
  • OpenAL for sound
  • Takes full advantage of multi-cores (dual core is highly recommended)
  • Seamless day/night transitions.
  • Cloud generation, real time cloud shadows
  • HDR, SSAO, Water Reflections & Refractions, Heat Blur, and more post processing effects.
  • Filmic tonemapping
  • Linear Gamma pipeline
  • Blender, GIMP, Arbaro
  • Ogg Vorbis, libnoise, OIS, tolua++

- dark_sylinc