Development Update: November

Welcome back everyone!

It’s been a while since we updated the blog, so we figured we’d give you a quick insight into what we’re currently working on during these snow-stormy, rain ridden, windy and cold last weeks.

Art

Our artists are currently mapping out new areas in the game, as well as creating Concept Art for both characters and environment alike. It has been a busy period for our producer slash character artist, but she’s making steady progress. It’s beginning to look quite magical.

Programming & Design

Our programmers have been updating old code that was left-overs from the beginning of the project, when the game was just a proof of concept. Unnecessary code-snippets and convoluted code has been reworked and made smoother. We’ve also been working on getting the progression system, as well as the spell system in place – and it’s coming along quite well.

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Work in progress of the Magic Selector and Favor system. Placeholder graphics.

As mentioned in the last development diary, there’s a whole lot of balancing between spells, spell-costs and progression tied points (favor) to be done, and we’re in the final stages of implementing the system itself – so that said balancing can commence.

Other then that, our producer has been busy with Sting, the startup incubator (which we announced earlier this fall)  which will conclude soon.

That’s it for now! Have a great week.

//Tamarrion Development Team

Art Time! #20 – Icon Polish

It is our 20th Art Time-versary and would like to celebrate with giving you a closer look at our icons!
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The icons that are currently in the prototype were originally developed during the first 8 weeks of prototyping the demo that we showed at Gotland Game Conference (GGC) in May 2015. As our art style has developed and we have studied more references we decided that these icons (which were a bit rushed) were a bit too rough and messy. We wanted to clean up the icon style a bit to make them look a bit more polished, as if a bit more care and effort was put into them.

To define the new style I started with updating the already existing icons, spending no more than 20-30 minutes on each. Since they were already readable, just a bit rough. So right now I am in the middle of cleaning them up and giving them some more bazazz. I feel that they look much better now, what do you think?

If you want to see more, you are welcome to join in on our second official art stream on Thursday at around 13 CET! Hope to see you there!

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Love
Cobrabird

Art Time #19 – Axe Modeling

Welcome to this week’s dev blog! It is art time again and this time I will show you the process of modeling a weapon for Tamarrion.

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The first step is of course actually designing the weapon, this is a concept for an axe that will be used by one of the characters in the game. It is supposed to belong to a strong and heavy character in the undead wing where Nihteana and Valac belongs, so it needs to be coherent to both its owner and the rest of the wing. Therefore (and to make it more interesting and cool) I have chosen to add runes on the blade, which will be the same ones that were used on Valac’s sword. I also incorporated the edged swirly pattern that Nihteana has on her clothing and spikes from Valac’s armour. Since all characters have some kind of skull as part of their design, I also wanted to incorporate it on this axe.

After creating a base mesh using the concept as a reference, it was time to start working on some high poly sculpting! I started adding basic details and testing placement, before going further and adding more. I like to work on all pieces of a model simultaneously, so that they are always at the same level of detail, starting general and then going more and more into details.

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In the previous picture I felt that the runes were just too cautiously placed and needed to be stronger and deeper into the blade to give it a harder and more menacing look. Simply more readable as well. I wanted the axe to look as if it had been well used in battle so I gave it dents and scratches and made sure that the edges were not perfectly smooth as if it was brand new.

Once the high poly model was complete I had to create a low poly model to retarget it to and then UV-map it. This part was pretty easy and straightforwards, since a non-animated object does not need very complex edge flow. The biggest issue faced here was having to go back to high poly sculpting as the wrapped grip had intentionally been meant to be reused from a different weapon. When unwrapping the UVs I soon realised however, that because of the size of this weapon, the stretching of the texture would be quite extreme and too visible for it to work.

The final step of the modeling process, while waiting for normal maps to be baked, was to

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piece it together and merge it into a single mesh and send it on its way to Unity (how it turned out you can see below). Now it just needs a texture to add some colour and it will be ready to hack away!

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Check in next week for another dev blog and in two weeks we will be back with more art!

Love
Cobrabird

Art Time! #18 – Spell Effects

Greetings!

For this week’s Art Time! I, Mossicus, will give you some insight into the different components of spell effects in Tamarrion.

To start off, this is the FX Playground, the birth place of almost all effects in Tamarrion.  It is a colorful place, often filled with lights and explosions. The scene exists for the sole purpose of testing new effects, lighting conditions, and shaders.

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While there are many interesting particle systems, shaders, and similar effects to look at, today I will focus on the Holy Field spell. The Holy Field spell is used to place a circle of holy power on the ground, healing the player and hurting enemies standing in it.

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When creating an effect for a spell, I try to follow the three steps I’ve set for myself: shape, characteristic, and detail.

  • Shape should be the broad silhouette of the spell, the area of effect.
  • Characteristic is often controlled by the school of magic the spell uses, such as using the High Lord’s rune in a holy spell or ravens in a spell cast by Nihteana.
  • Detail is the cream on top, the minor particle systems that are added last to add a bit more flare to the effect.

The Holy Field spell specifically consists of five different components, all of which are particle systems. At first it was considered using a spherical mesh and depth data in the shader, allowing for more dynamic placing of the glow effect. But this was quickly scratched as a better looking effect was created through a simple particle system.

These are the different particle systems of the Holy Field spell:

  • A ring of power containing writing in magical runes is used to show the area of effect for the spell.
  • Rays of light extend upwards from the ring of power to further display the effective field of the spell.
  • The High Lord’s rune is set in the middle of the effect to easily declare the school of the spell.
  • Smaller versions of the High Lord’s runes are used to again declare the school of the spell. (This is used consistently throughout all Tamarrion’s spells.)
  • And finally, large soft particles are created towards the center of the effect to create a pleasant glow.

The color of the effect is then changed based on if there is an enemy or if the player is standing in it, switching between damage and heal mode.

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That was a quick look at the thought process I use when creating a spell effect, and a breakdown of the Holy Field spell. Perhaps in the future I will explain my process more in depth, we will have to wait and see. For now I thank you for your time.

Have a good one!

 

 

Art Time #17 Art Stream!

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It is art time again, and this week we thought that instead of showing you pictures of what we have been up to, we would let you in on the art development of Tamarrion! We have streamed a few times before and have long thought about doing official art streams so that you can follow along and see the process, and we thought that it was time to give it a go.

So join tomorrow (Tuesday 6 Sept) at 13.00 CEST at https://www.twitch.tv/cobrabird1 for some behind the scenes fun with Cobrabird and Mossicus!

Love
Cobrabird

Art Time#16 – Sneak Peek Lord Valac

With Nihteana pretty much complete and  brand new environment assets, we felt that Lord Valac needed a little makeover to match his new room. Currently we are working on hihg poly models for both Lord Valac and the third boss which you will be able to fight in this area.

Here is a little preview of what he is going to look like… 🙂

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Love
Cobrabird

Art Time! #15 – Hand Painted Wood

I wanted to pick up where we left off last week and show you some more textures which I have been painting lately.
In this week’s update I would like to show you our new wood textures. After painting all the stone assets for this wing, the wood was a welcome challenge. It was really fun and I enjoyed working with something softer for a change and playing around with the colour shifts.

 

To make this post a little less… brown… I will leave you with a new screenshot showing how the tree looks in the game. 🙂

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Love
Cobrabird