This month, dive into our character animation process with Jérôme, Guillaume and Wilhem, 3D Animators on the project! They are the one infusing life into the various characters we have in Othercide, from the Daughters to the deadly monsters. Learn more about their work with our new development update!
Pre-animation Steps
3D Animators are at the end of the production chain regarding character creation. They first receive the 3D models from our Character Artists, Christophe and Antoine – whose work was already discussed in the development update of July!
Before starting the animation for the characters, they create a skeleton which allows them to move independently the different parts of the characters’ body. This skeleton is created thanks to a tool that eases the process, putting a dot at each joint where body parts move. It then links them to each other, creating a unique skeleton system for each character.
There is a step called skinning that assigns a bone to each body part. It determines which area of the body will move with each bone. The warmer the color, the more the area will be affected by the movement. 3D Animators have to smooth the colors between each area to make the movement look natural.
They also have to meet with Game Designers to understand the gameplay intention. Is the movement frequently used by the character? Does it deal a lot of damage? Is it a visual feedback or purely aesthetic? From this, 3D Animators determine how they will design the movement, the key poses of the animation, its length and rhythm, its feeling.
Then starts the animation!
Animating Characters For The Game
Depending of what they need to create, they start searching for references to better understand the movements. For the monsters we have in Othercide, they took inspiration from horror movies and deconstructed, compulsive movements.
The blocking phase follows, determining the animation’s key poses. It allows them to have a quick look at how the movement will look like in its final version. At this step, the animation is not fluid yet, the goal being to validate the rhythm of the movement.
When approved by the team, our 3D Animators move to the spline phase where they add other poses in-between for a more natural and authentic movement.
And this is also done with clothing – we want to see it move!
Finally comes the polishing step where they clean the animation and focus on small details such as the fingers and the eyes of the characters; when validated, animations are integrated in the game engine and it is ready to go!
Maze Gold Run – is a game where you has to find a way out of a giant Maze. Gameplay evolves from a game of slow exploration in the darkness to super-fast races in serpentine corridors.
-Fixed a problem where the animation of the skill used by ai does not come to a random position.
-As of scriptImage, the function of changing image has been added.
-The layout manager button type is set to Closure to use the script editor.
-Layout Manager Default_page has been added. Basic controllers, skill slots, change slot positions, and picture changes have been adjusted (also can be adjusted via script).
-Skill command system that previously was in beta has been applied.
-New 'Skill Commands' and 'Use Maps' are added to the studio and will be applied in the actual game after the update of the Nekoland App. (Scheduled to be in late September or early in October. The schedule is subject to change.)
-The tutorial of these features will be provided later.
v2.006
-Fixed a bug that caused items to multiply when using AddItemOption. If the event is clicked when the option is added and changed, unit.player.SendItemUpdated (item) should be executed.
-The movement path was displayed in Japanese has been fixed.
v2.005
F-ootstep sound feature has been added (in Database-Character) The isLandscape feature has been added to client scripts. If isLandscape == true, you can check in portrait mode if it is false (see ScriptCamera).
v2.004 -Minimap file size has been optimized. (If you delete all files with _m in the current Maps folder and save the project, the minimap file will be created.)
-GetItemOptions, SetItemOption, AddItemOption, RemoveItemOption, RemoveItemOption functions have been added to ScriptUtility.
-Fixed an issue where player variable data was not saved when calling onLeavePlayer.
-Added playerLeavePartyCallback callback. Called when a unit leaves the party.
-onAddItem, onRemoveItem events added. Called when an item is acquired or removed.
-The above script related example will be updated to Nekoland for Developer.
-The new script feature is a feature added only to Nekoland Studio and will be added to the update history when the real server is applied.
+ New Ship, the "Giekewer". + Sails. One Sail improves your speed by 15% basespeed. + New map. + New water textures. + This changelog, duh. + "Anti softlock" (suicide) button.
~ "Fixed" spawning on islands. ~ Fixed issues with the savefile. ~ Doubled the drops from enemies to make combat more appealing. ~ Reduced amount of fishing rods on the sloop to 4. ~ Changed the discord Icon to something bigger.
- Removed the old map. - Removed the old water textures.
Hive Quest is a real time strategy game, among other things, so recently I've been working like crazy on providing the player the tools they need to micromanage their teeny empire.
Lots of new user interface features are being introduced that fit smoothly into the flow of the game and provide lots of options for players to interact with their environment.
The book of Hive Lore is the single biggest addition, providing a central place to go for lots of info on your hive and even individual drones!
The big book of Hive Lore
Capture the gloop shrooms! Resources are an important feature in the game too. Food, gloop and other things are gathered at sites across the map. New UI features have been introduced here as well, at each site, to enable the player to manage who works there. You have to make sure you own it first though, as other hives can sneak in and claim the site for themselves!
Blue, sticky gloop comes from gloop shrooms That rotten apple won't hang around for long!
Eggy Goodness And lastly, news on the Hive interior! The Queen's chamber is a place to obtain info & organise new eggs. The Queen, with the help of her hand maidens, will keep laying eggs for your consideration, but only if you look after her. Below are some shots of work on the inner Hive & user interface for the player's eggs that provide useful options for fine tuning your tribe's population.
It gets busy in there! Eggy interface things
Annnd finally... I'll have some news on the combat system & how two hives go to war soon, so look out for more special news here on Steam.
Also, if you like the look of the game, pop over to the Discord chat & say a big Hellooooooo!!! to everyone else there. You'll get a warm welcome for sure :)
1. Added more scoring behaviors to both Devil and Gambler. 2. Adjusted the scores of some behaviors. 3. Adjusted the maximum scores of the three types of scoring behavior. 4. Gamblers won't lose skulls if they're still alive at the end of the game. 5. If a Gambler disconnected from the game, the Gambler will be considered to be killed by the Devil.
New Scoring Behaviors
Bug Fixes
1. Fixed the incorrect description of the Trump [Petty Profit]. 2. Fixed an issue that caused the scoreboard to be stuck. 3. Fixed an issue that caused an error in the Soul Exchange. 4. Fixed the absence of the sound effect of the Corpse's gesture [spit].
We have shared an interview to one of the devs of BS:ER to explain us more about how the game's map has been designed and created.
We hope that the work so far that you have seen in the Alpha test has been enjoyed by you, and we will be bringing you more surprises, also in the map, in the coming Alpha tests.
Do not forget to join us on Discord for more comments and discussions about the video!
Thank you, thank you from the bottom of our heart. From the very start of the project, we poured the passion we had for Tabletop RPGs into Solasta: Crown of the Magister. We stayed in the dark for some time, turning a prototype into a real, solid and beautiful game - followed by working on a public Demo.
During that time, there is one question that's always in the back of every game developer's head - will players like it? Then we went to Gen Con this summer with the first version of the playable Demo, and the tabletop crowd loved it. We went to Gamescom, and the journalists loved it. We went to Pax West, and the video game community loved it.
Finally, we went to Kickstarter and you guys loved it. It's thanks to every last one of you that we're funded today, and that we'll be able to expand beyond the initial scope of the game. As promised, these $200,000 will go towards many things, the most important being more content!
Stretch Goals will be gradually revealed as we reach more and more of them!
The first Stretch Goal is the New Background: Lawkeeper!
You have an instinct for spotting trouble and the force of personality to nip it in the bud. As a deputy, you learned how to spot a lie and how to discourage a troublemaker with nothing but a cold-eyed stare. And if keeping the peace and protecting the innocent requires you to break a few heads, you're ready. After some time working in law enforcement in the Principality of Masgarth, you discovered that dealing with petty criminals on a daily basis wasn’t enough for you, and you left for a different life - one of travel and discovery, hoping that your experience and personal qualities would serve you well.
The second Stretch Goal is the New Feature: Party Banter!
Part of the fun of Tabletop RPGs is the "friendly" and "wholesome" remarks from your companions when you roll the dice - even more so when you fail repeatedly. It just wouldn't have the same charm without these jabs and sarcastic comments now, would it?
Well, worry not - you will now be able to experience this in Solasta: Crown of the Magister as well! The kind Cleric that encourages you to do better next time, the wholesome Paladin who tells you not to give up... Or the Rogue who simply laughs at you and tell you how much you suck. It's always the Rogue. Why is it always the Rogue.
The third Stretch Goal is... Thought I would tell you? You'll see soon enough!
As a reminder, the Paladin is already unlocked from reaching 100% of the Campaign Goal.
As good news come in pair (wait what), we're happy to announce that we've reached the first tier of the Referral Program, meaning every backer gets the In-Game Item: Dwarven Bread! Keep spreading the word of Solasta out there!
Delicious (not really) AND deadly as an improvised weapon!
It's Lukas from Klabater! I'm thrilled to let you know about another epic story-driven adventure coming from Klabater in early 2020. We really think you might find it interesting if you enjoyed We. The Revolution!
In Help Will Come Tomorrow you will face a class struggle and try to survive in harsh Siberian frost, all delivered in a blend of resource management and survival mechanics mixed with really deep social relation system between characters! This time we move to the Siberian wilderness in Russia, just before the Great October Revolution started in 1917.
In Klabater we are focusing more and more on developing and publishing story-driven games regardless of the genre. Be it a survival game or management sim, we want it to contain a compelling and touching story. We strongly believe story is what matters the most. Help Will Come Tomorrow is a beautiful addition to that philosophy. We think of this game as a “spiritual successor” to We. The Revolution, our latest successful game.
Another unique feature we try to smuggle;) in our games is a real historical background. It reflects our personal historical interests in Klabater - we love history and we want use it as a tool to tell immersive stories about the human condition. That was the case of We. The Revolution as well as with Help Will Come Tomorrow. This time we move to the Siberian wilderness in Russia, just before the Great October Revolution started.
Please find more info about the game below:
During the onset of the October Revolution in the uninhabitable Siberian wilderness, a group of passengers have survived the mysterious catastrophe of a Trans-Siberian railway train. They must endure in a harsh ice-clad climate until a rescue party arrives. Facing many dangers, their own weaknesses and, above all, their own prejudice, passengers from different social classes will have to unite and make decisions that often go against their beliefs. They will be constantly put to the test and will survive or the decisions will break them. How and if they survive and at what cost is up to the player.
The basic mechanics of Help Will Come Tomorrow focus on the survival of the characters (meeting their needs, gathering resources, expanding the camp, taking care of security, and exploring the surroundings), but players will quickly find out that in order to win, they’ll need to learn the personalities of the characters and work out relations between them, mitigating conflicts and taking care of morale. Players may choose to act selfish but cooperation is key to survival and keeping a clear conscience.
In Help Will Come Tomorrow you will:
Overcome class animosities between your party members in order to survive in an innovative class relations building system.
Manage scarce resources and stay alive in the frosty wilderness of Siberia before help arrives.
Guide 9 unique characters from different social origins and three different society classes
Discover the intimate stories and past of all the unique characters
Build and expand your own camp to increase the chances of survival
Face dynamically changing weather conditions and unforgiving Siberian wildlife
Experience an in-game event system based on characters’ relations and morale
Immerse yourself in a touching story set in 1917 pre-Bolshevik Imperial Russia
Help Will Come Tomorrow is scheduled for release Q1 2020 and will be available on PC, PlayStation 4, Xbox One and Nintendo Switch.