CURRENT DESIGNS:
v2020
* * *
Aaaaaand again. Third (Fourth?) time's the charm, right?
Going with a new, more abstract art style that was inspired by the anime Katanagatari. Quite a lovely one; I'd highly recommend it.
Anyway, I've only gotten the ninja, Van, done so far, so here's his evolution:
...
Leading up to:
Eventually, the in-game look will be like so, perhaps with a bit more shader junk added:
Instead of going for an anime-esque, painterly style, it's more abstract, as I mentioned. Solid colors, gradients, static patterns, skin-colored sclera, some with geometric motifs, and wing-ding eyes - Some of which are somewhat indicative of that character's character.
Van, for example, has ninja stars:
And here are a few concept sketches for other characters:
(Ellie's really greedy, so her eyes are shaped like coins)
(The others, not so much)
Replies
And some more environment stuff:
Next round:
I'm really digging this if this is going to be the final style. I like the extreme stylized stuff if executed correctly.
Not too crazy about those bone straight lines in his collar puff though, and the sash pattern looks too straight horizontally, it needs to be skewed a bit to follow the curve of the sash to make sense. And no thumbs?
I wanna see the other characters brought to this level of completion! :P
I'd also like to see as much love put into the environment as the characters. More color variation and details. You can push it waaay more than where it is now.
So this looks like its going to be some sort of top down RPG?
Concerning the environment, are you talking the separate assets, or the area as a whole?
And here's the evolution of Gil:
...
...
(Sans nifty shaders)
And then today's concepts:
(You'll never guess who he's inspired by. Never)
This is excellent, great style that seems fresh and interesting, and good execution as well. I like this one better than the ninja.
Expressions!
Sybrix, I forgot to mention; The main chunk of the game is more of a Zelda-style third-person. The camera setup in the screenshots I've shown up there is what the stealth segments have.
Also:
Here's some gameplay progress:
Tuesday's:
[ame="http://www.youtube.com/watch?v=qktLG9ZG9gY&feature=related"]Key of Ethios - Movement, Music, & Targeting - YouTube[/ame]
Today's:
[ame="http://www.youtube.com/watch?v=2gZegsH_OeY"]Key of Ethios - Basic Attacks - YouTube[/ame]
(I cannot for the life of me get Fraps to record the window at full-screen)
Made some health pickups:
[ame="http://www.youtube.com/watch?v=iADR4OFCJzQ"]Key of Ethios - Health GUI and Health Pickups - YouTube[/ame]
(It's so tiny! Aaagh.)
then I scrolled down to the third character, love the fluffy shit around the neck! please tell me thats some particle stuff that will always face the camera! that would be sweet
continued scrolling, this is turning OUT! nice job!! gogogo! awesome!
totally inspirational for me, I dip my finger in the unity jar from time to time, this is totally setting a standard that I have to reach! thanks!
keep going!!
edit:
how did you do that grass animation? is it skinned in anyway?...hmm, guess that would mess your framerate up too much if you had all that jointed...baked vertex animation? is it just on one plane and then you copy it by hand, or did you make larger chunks of grass and placed it out in the editor?
Aye, Seforin, I'll be going back into the art and enhancing stuff for the next few days.
Also aye, Animator, it's made up of textured planes that are set to always face the camera.
As for the grass, I just made the texture and then utilized Unity's Terrain tools:
http://unity3d.com/support/documentation/Components/script-Terrain.html
http://unity3d.com/support/documentation/Components/terrain-Grass.html
I get it now about the stylization of the patterns. I've seen it a lot in cartoon animation. It's an interesting art style you've got going on here; it's really starting to develop into something cohesive and exciting.
Going to keep a close eye on this, keep up the great work!
Check it out, area title cards:
[ame="http://www.youtube.com/watch?v=9YI1e2OlgNo"]Key of Ethios - Character Switching! Again! - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=exf7naWivSc"]Key of Ethios - Wysteria Woods, More Atmosphere! - YouTube[/ame]
(Curse you, Fraps, for making it so small! Curse you, YouTube, for not making it HD like the others!)
[ame="http://www.youtube.com/watch?v=GcmjwJoMGE8"]Key of Ethios OST - Roots of Genesis - YouTube[/ame]
And some effects:
[ame="http://www.youtube.com/watch?v=Qb3sqOJ6IP0&feature=youtube_gdata"]Waterfall! - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=P2WfPcjWKvQ&feature=youtube_gdata"]Fire effect - YouTube[/ame]
And a tree:
Leaf texture:
And today's lonely single concept:
Also, prettiness:
animation-wise, i thought the cloak seemed a bit stiff as he ran.
Not a fan of this particular style of anime but thats just personal preference, not your art
I'll be watching this one though!
Chimp
Oh, and:
http://www.zerochan.net/624163 Ack, no hotlinking
PS. I like pianos.
!!
Also, I like making videos:
[ame="http://www.youtube.com/watch?v=9FBW6m06mes"]Wysteria Woods, again. - YouTube[/ame]
I feel like the fog is a bit much and distracting in the latest video. I think it's a little too thick/opaque?
It's kinda hard to see in the image, but it looks alright in motion.
OrangeKnight: Plans for what, in particular?
Krimzon: Pretty much, yeah. The faces are made up of three planes: One for each eye, and one for the mouth. Each has a small library of textures that are associated with certain emotions.
Ron: Using Unity. And almost; It's just me and my musician.
Also, crappy enemy sketch:
I've doubled the camera's FOV, which I think makes a huge difference:
Old:
New:
Then, because Ellie's eyes are apparently terribly creepy, I've made new ones:
Cadenza, a new character:
She's the first person you help during the course of the game.
I've also made a few changes to the gameplay. The camera is now controlled by the mouse, with movement on WASD and attacking done with the mouse buttons. Each character has a string of light and heavy attacks on the left and right buttons, respectively, which can be comboed together as you wish.
Defensive maneuvers are now a bit different as well. Hitting the respective button makes the character go into a defensive stance for a second. If you're in said stance and an enemy attacks, you'll dodge if you're Gil or Van, and Parry if you're Ellie.
http://www.just-rpg.com/upload/pics/dir30/Musashi4.jpg
http://www.the-nextlevel.com/media/ps2/samurai_legend/samurai_legend2.jpg
Working on a new area:
(Don't worry; they aren't ALL forests...)
/proudofyou!
I'm going to have to redo the place, 'cause it's just not crazy enough. Especially when compared to the starting town:
I've also decided that the shader with the rim lighting I was using is terrible, as it makes the characters all muddy and hard to read. Talon says that he can make me a new shader, which will be used for a painterly version of your average cell shading.
Something kinda like this (Though with cleaner edges)