Full OST of the game is 24 tracks for 73 minutes and 19 seconds; and for every second of it I feel proud! Ah, golden piastres, it seems I had to sell a kidney to record all this music 🙂
We are in Vodan, a city in an East Asian style. This is the beginning of the story line of Lo Pheng (eikonian, similar to the flawless from the series “Game of Thrones”), a warrior of the highest skill and bodyguard for the governor of the city.
In Vodan, everything is ready for the celebrations in honor of the vernal equinox. Friezes are cheerful guys and celebrate it with public executions. Hundreds of slaves were already brought to the city and a crowd of people is going to watch the torture. The Harvest is about to begin.
This is a paired scene – for this track we will see them one by one. A long through take of the camera on # 1 with the author’s text, then popup and we get into the hub on stage number 2. From the musical theme of the scene there can be a transition to the Friza combat theme.
By the way, if you want to make a cool cartoon or want a lot of hand-drawn animation – write to us, I have really enjoyed working with it and we are happy to animate something for you. Cheap and with a high quality 🙂
In total, the project has 31,751 frames of combat animation, carefully and lovingly drawn and carefully painted in hand.
The game has 21 combat class. When some reporters use year old screenshots in their articles and write that is just the same as in the game that we do not mention, I’m just cringing. If anything, the combat system is ours is from the beginning to the end. Nothing similar except for the turn-based system.
Combat UI (the one that above), was reworked a total of 9 times. Now almost any action on it can be done in 2-3 clicks.
The second protagonist, Hopper Roel, always fights alone. And, believe me, it’s not bloody simple, to make over a dozen fights with one character to be fun. I hope we got it!
This year, one observant Scotsman sent us a picture from a homebrew tabletop where our characters were used. That is cool – take them, do it, share it with us! It’s very cool that you give our heroes a new life!
Yes, as a manager, I’ve screwed up with overtime – boldly throw stones at me if you were not in my place.
Full OST of the game is 24 tracks for 73 minutes and 19 seconds; and for every second of it I feel proud! Ah, golden piastres, it seems I had to sell a kidney to record all this music 🙂
We are in Vodan, a city in an East Asian style. This is the beginning of the story line of Lo Pheng (eikonian, similar to the flawless from the series “Game of Thrones”), a warrior of the highest skill and bodyguard for the governor of the city.
In Vodan, everything is ready for the celebrations in honor of the vernal equinox. Friezes are cheerful guys and celebrate it with public executions. Hundreds of slaves were already brought to the city and a crowd of people is going to watch the torture. The Harvest is about to begin.
This is a paired scene – for this track we will see them one by one. A long through take of the camera on # 1 with the author’s text, then popup and we get into the hub on stage number 2. From the musical theme of the scene there can be a transition to the Friza combat theme.
By the way, if you want to make a cool cartoon or want a lot of hand-drawn animation – write to us, I have really enjoyed working with it and we are happy to animate something for you. Cheap and with a high quality 🙂
In total, the project has 31,751 frames of combat animation, carefully and lovingly drawn and carefully painted in hand.
The game has 21 combat class. When some reporters use year old screenshots in their articles and write that is just the same as in the game that we do not mention, I’m just cringing. If anything, the combat system is ours is from the beginning to the end. Nothing similar except for the turn-based system.
Combat UI (the one that above), was reworked a total of 9 times. Now almost any action on it can be done in 2-3 clicks.
The second protagonist, Hopper Roel, always fights alone. And, believe me, it’s not bloody simple, to make over a dozen fights with one character to be fun. I hope we got it!
This year, one observant Scotsman sent us a picture from a homebrew tabletop where our characters were used. That is cool – take them, do it, share it with us! It’s very cool that you give our heroes a new life!
Yes, as a manager, I’ve screwed up with overtime – boldly throw stones at me if you were not in my place.
We already started working on the online version of the combat section in mid-March. This was important, because we wanted to show live gameplay to Square Enux Collection (SEC) as well as record some scenes for our Steam Greenlight and Kickstarter campaigns.
We already started working on the online version of the combat section in mid-March. This was important, because we wanted to show live gameplay to Square Enux Collection (SEC) as well as record some scenes for our Steam Greenlight and Kickstarter campaigns.
Everything depends on the actions of our protagonist Hopper Rouley and some of the actions of two of the other heroes, and this will constantly affect the nature of the difficulty level for better or worse.
We’re working hard on the physical prizes: we’re going to mold a six-inch figure of Dorpkhal, plus we plan to make cool bracelets (an important artifact in the game’s plot) and make a hard-cover A4 art book of at least 30 pages and a comic that’s worthy of a Comic Con.
Lo Pheng’s full storyline is one of the goals of our Kickstarter campaign— we won’t be able to pull it off with our current resources.
Many thanks to you, Anatoly Hajduk (Insomnia) and Eric Neigher (Obsidian). Your answers to our sometimes stupid and naive questions have been invaluable.
Please, share your thoughts: several times a month somebody asks us to put the source of the web prototype on github. After reading the readme file it should usually only take about 5 minutes to start it up on your PC without any previous programming experience. The only thing that needs to be done is to translate all the instructions into English and somehow describe the internal structure. I’m not sure whether I should spend time on this? Will someone really use it?
If you work in a cool UI lab, we’ll gladly accept your criticism or help in working on the UI / UX to make it as convenient and simple as possible. And we’ll sing your praises on every street corner!
Everything depends on the actions of our protagonist Hopper Rouley and some of the actions of two of the other heroes, and this will constantly affect the nature of the difficulty level for better or worse.
We’re working hard on the physical prizes: we’re going to mold a six-inch figure of Dorpkhal, plus we plan to make cool bracelets (an important artifact in the game’s plot) and make a hard-cover A4 art book of at least 30 pages and a comic that’s worthy of a Comic Con.
Lo Pheng’s full storyline is one of the goals of our Kickstarter campaign— we won’t be able to pull it off with our current resources.
Many thanks to you, Anatoly Hajduk (Insomnia) and Eric Neigher (Obsidian). Your answers to our sometimes stupid and naive questions have been invaluable.
Please, share your thoughts: several times a month somebody asks us to put the source of the web prototype on github. After reading the readme file it should usually only take about 5 minutes to start it up on your PC without any previous programming experience. The only thing that needs to be done is to translate all the instructions into English and somehow describe the internal structure. I’m not sure whether I should spend time on this? Will someone really use it?
If you work in a cool UI lab, we’ll gladly accept your criticism or help in working on the UI / UX to make it as convenient and simple as possible. And we’ll sing your praises on every street corner!
The key problem that has caused a lot of our “trials and tribulations” is to associate the data model and the arrangement of the scenes in Articy with how it should be reproduced on the episode sequencer in Unity.
Dmitry (the game designer) and Sergey (the author of the script) have finally found a common literary language, so the process of editing the episodes now takes much less time. I wouldn’t risk to give any numbers now, but everything obviously goes easier now.
The key problem that has caused a lot of our “trials and tribulations” is to associate the data model and the arrangement of the scenes in Articy with how it should be reproduced on the episode sequencer in Unity.
Dmitry (the game designer) and Sergey (the author of the script) have finally found a common literary language, so the process of editing the episodes now takes much less time. I wouldn’t risk to give any numbers now, but everything obviously goes easier now.
I really wanted it to look like Disney’s Fire and Ice and LoTR, and The Snow Queen (1957) and Twelve Months (1956) by the Soviet studio Soyuzmultfilm – thin lines, simple forms and fills, a warm palette. At the same time, it would have to be quite close to comic books in its aesthetics.
Parallax (That’s when different layers on the screen are moving at different velocities) is “our everything”, but during the work on the first scene we just had no tools to test the stuff that the guys drew in Photoshop. We did it “quick-and-dirty”, creating the animatics directly in Photoshop.
I really wanted it to look like Disney’s Fire and Ice and LoTR, and The Snow Queen (1957) and Twelve Months (1956) by the Soviet studio Soyuzmultfilm – thin lines, simple forms and fills, a warm palette. At the same time, it would have to be quite close to comic books in its aesthetics.
Parallax (That’s when different layers on the screen are moving at different velocities) is “our everything”, but during the work on the first scene we just had no tools to test the stuff that the guys drew in Photoshop. We did it “quick-and-dirty”, creating the animatics directly in Photoshop.