I have missed a total of 3 Journals since my last entry…
But it’s not my fault! After my last entry I started working with Andrew on DAWNROOT’s logo, and not wanting to spoil our “reveal” I was forced to keep quiet… (I guess I could’ve written a journal about something random but I took the opportunity to be lazy, so… so… lazy… :D)
Anywho now I’m back! And what have I been up to this past month? Well in short; tilesets, logo, and backpacking.
A lot of exciting stuff are in the works at the moment. I’m working on creating tilsets based on the concept art Dre drew up. It’s been fun figuring out how to go about making the various cubes we’ll be using. Now all we need is someone to start doing some pixel characters… (I guess that’ll be me for the time being)
Well I’ll be better at keeping up with these entries in the future!
Excerpt: “‘Stories help us understand the world, spread ideas, entertain, and most importantly feel something,’ [Matthew Luhn, story consultant] told attendees at GDC Europe this morning in Cologne, Germany. ‘Linear storytelling tells a story to the audience. Interactive storytelling delivers a sense of story for the audience,’ he said. He offered his five guidelines for achieving that[…]”
YouTuber of the Week: BreadandButter (@Bread23Butter) – Who, as we’ve learned from twitter, are skilled in the use of gifs for communication
Description: “Each episode of The Psychology of Video Games Podcast features a discussion with a different expert on a specific topic about psychology and video games. Guests include those working in academia, the gaming industry, or as consultants. “
This week was about building collision meshes and making some structural choices on how the levels are going to be stored. The collision meshes were relatively easy to sort out, once I was able to find a nice way to mark edges. What I ended up doing was marking each edge when a block was added, and then tagging those edges with whatever axis they were aligned to. Then, when another block was added, it would check first to see if any of the edges that it was attempting to add were already present. If they were, then those two cubes were sharing an edge, and the edge that they were both sharing could be removed (since it is an internal face). Thus, after looping through all the cubes, we have a list of edge positions and orientations with no internal edges. After that, it is a simple matter of making a quad at each location and combining them into a single mesh. as for the structural choice, I decided to go with the simplest route, and have the level be stored as a prefab. Right now, I don’t plan on having to have deformed levels (like the player taking out a wall or something) so the level storage doesn’t need to support runtime updates and saving. However, should that eventually be wanted, it can be added without much fuss.
Namespace Studio is incredibly pleased to announce the official title of our game, Dawnroot, previously referred to as Project Nibiru. Deciding on a name is often a long and difficult process or so I have been told. Starting with a list of over 100 hopefuls, we managed to drill down to Dawnroot within a week of starting the task. Qualifications were few, the title needed to be short, evoke a fantasy vibe, relate to nature or time, preferably be a portmanteau and unequivocally needed to sound like the title of a video game.
As we began to discuss how the logo should look, one thing became very clear, we would absolutely not have a modern flat design. Examples of logos from old cartridges was a common recurrence, among them Chrono Trigger
A Link to the Past
So again we started with a few criteria, the logo would have an old school 3d look, would incorporate nature and art deco. Some form of foliage was on the title from the start; first as vines, then a leaf, then a combination of the two before ditching the vines for roots. Choices for a font face were already limited by art deco, so it really came down to which font best supported the leaf and roots. Continuing the art deco theme we wanted to include some form of embossment within the lettering. A sunrise was the first suggestion, but then the celtic carvings found throughout The Secret of Kells was mentioned and we agreed that sounded way better than any sunrise.
A little critiquing of carvings here, a little arguing over color palettes there and that is more or less how we went about creating our title and logo.
(Click to embiggen)
We are very excited to finally share this art and the process with the world. We hope that all of you like it as much as we do. As for what is a Dawnroot, well for that you will just have to keep following us to find out.
One week later and master cylinder is still holding strong. The only issue that came up, in colliders catching on tile corners, has already been taken care of by Christian through generation of mesh colliders over tiles. Having finished jumping/falling mechanics, I moved onto dabbling with further overworld object interaction. Next on the list was picking up objects and throwing them. Picking up was relatively straight forward; throwing objects in 3d space was slightly more complicated and throwing them consistently was another matter altogether. However with after a bit of putzing with formulas, I found a solution for consistently throwing objects no matter which direction the player was facing or walking. For fun I made them explode on impact with a satisfying puff of smoke and having played Bloodborne again recently I kinda want to have objects also explode on impact during rolls…
So I got some pretty solid work done on Manandans face. The level of detail is nice and the elements I created are interesting. There are still a couple unremarkable places, mainly the ear, walls and bar. I solve a hundred problems just to realize I’ve created 10 hundred more. If everything was that easy, everyone without be doing it, though.
Anyhow, all that’s left is the interior, upstairs, and the other level details. Easy, right? Right!
Excerpt: “We launched Kickstarter and Steam Greenlight campaigns for Legacy of the Elder Star this past Thursday. To help drive traffic to those campaigns, we hired a PR company to send press releases and conduct some audience outreach. On Monday, we terminated our partnership with them. But this post isn’t about stirring up drama. I’m not even going to reveal the identity of the company, because I’m not here to drag their name through the mud. Instead, this post is about how this past weekend taught me an important lesson about properly vetting a PR firm.”
OP: “I often get asked by devs how to get started with marketing, so I’ve put together a (very)early-stage marketing plan that anyone can follow, regardless of the type or scope of game. I used similar frameworks when I worked at Nintendo, and found them tremendously helpful; I’m a firm believer that good planning invariably results in better execution. I’d love to hear your feedback, and if you guys have any questions about marketing planning, do fire away – I’d be happy to help.”
Hey everyone, Ken E. here. But I kind of wish I wasn’t. I’ve been having a rough couple of weeks. Honestly, I feel like I’m going crazy. At night, I can hear the walls whispering, and I constantly feel like someone is looking over my shoulder. I’ve also been having this recurring dream where my mother is urging me to go to sleep. That’s strange because I’m obviously already asleep, but it’s also unnerving, because my mother died when I was a child, and I don’t really know what she looks like.
All of this reminds me of the various stories on demon possession I’ve heard over the years. Remember Anneliese Michel? She’s the real life sixteen-year-old German Catholic who was the inspiration for the film The Exorcism of Emily Rose. Well, Michel was diagnosed with temporal lobe epilepsy, but her medication didn’t stop her from seeing the faces of devils or from hearing voices that told her that she would “rot in hell.”
Or what about Pat Reading? This mother from Litchfield, Connecticut began losing her mind in the ‘80s. Reading had never previously been involved in any type of occult practice and had no history of mental illness. However, she began hearing strange banging noises in her home, and these episodes eventually evolved into the overturning of furniture and violent attacks on her own body. A paranormal investigator later revealed that he saw her hair after it had been ripped out of her scalp.
I could go on listing names like Clara Germana Cele, Michael Taylor, or Roland Doe, but these stories aren’t the point, and I’m not a “demon under every bush” kind of guy.
However, I have a friend who works at NASA and he told me that many of these stories have nothing to do with demons, but are the result of an ancient race of shapeshifters that take over people’s bodies. If he’s right, I’m worried they’ve targeted me.
Lock your doors. Tell your parents you love them. And then say a prayer for me. Oh yeah, and keep your chin up and pick up a history book.
So I got stuck in the delta blackout last week. That was lame. Got stuck in Portland for 2 extra days after 2 canceled flights.
As far as Nemid’s playground goes, the map layout is getting pretty good. The map has enough size and variety of gameplay to be interesting. Now it just needs to be made more interesting. I like the red plants and the snake grass, but it doesn’t have the wow factor I’m looking for yet. Perhaps the sense of scale on things needs to increase. Perhaps the hint that you’re on some dude’s head needs to be more obvious. I’m not sure, but it’s definitely coming along.