My name is Fredrik Toll, and I am the Art Director for Stellaris. For this week's dev diary, we will have a look at how we develop our characters included in the Necroids Species Pack.
Finding ideas
Much like when we design the ships, we start out with reference gathering, finding anything that inspires us visually. We gather everything we can find that fits roughly within the theme. In this case it was everything from Venetian masks, Egyptian mummies, Mexican makeup from Día de Muertos, wraiths, ascended energy beings, vampires, dark elves, and of course skulls. We are looking to find as many different ideas as possible. Once we feel we have enough, we look at what we have, discuss them and put them in clusters, things that relate to each other and might be an idea for a species. We want each species to be as different from each other as possible, as well as trying to fulfill as many different player fantasies as possible.
On of the things we do to add depth to the ideas is we try to come up with a backstory for each of the, to explain a bit more what they are. Does not have to be that detailed, just something to give some context, and adds details, and helps the artist when they paint them, drawing on their history.
A backstory might be something like: “A species which inhabits a completely sealed suit which they can never leave. You can see through the transparent helmet that whatever they once were, they are a hollow scare version of that.” “An alien that has kept itself alive through genetic manipulation, the cells no longer die, they just keep dividing. The body has grown uncontrolled and looks weird / mutated.”
Developing ideas
So once we have settled on the 15 or so idea’s we need, we start sketching out various ideas. For the initial ones we usually just do line art, sometimes rough shading, it depends on the artist. We always develop at least 3-4 different versions of each character idea before going ahead and developing it further. Here are some of the early look dev for some species.
After the sketching phase, we use much the same process for developing aliens as we do for ship designs. We start out with rough sketches for the ideas, to see which path we want to go on. Then we choose the one we think has the best potential, develop it a bit further, trying different sub variants / poses. Once we are happy with the idea and its structure, we usually do a color test, look at different ways we can shade them.
Here is an example of what all this looked like for the aforementioned alien which extended life through genetic manipulation.
Rough sketches
Idea Variants / Refinement
Rendering
Color variants
3D Characters
Even though the characters are done in 2D, and look like it in game. The way they are made is technically in a 3D software. To do this, the character needs to be split into layers. So before rendering all the details, we split them up into the components they need. Tentacles might be several layers, eye lids, arms etc, anything that moves needs to be on a separate layer. By splitting them up early, the animator can start setting them up with the rough version. While the 2D Artist continues his work on the details. This also enables us to catch any issues with the character earlier.
Character texture
Character in 3D in perspective view
Example of what the character looks like in Maya, all set up and rigged.
So once the color test, and layer split is done, we can finally move on to the final render. This is where most of the work comes in, making it feel more 3 dimensional, making sure the materials look realistic.
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That is all for this week. Next week we'll be posting the patch notes!
Here is our third QoL patch dubbed, "Sad Anger Reset". It has a bunch of UI improvements, bug fixes, and most importantly, some extra features like being able to view a renegade's unlockable powers from the squad screen and the ability to rewind back to the start of the previous round of combat (only once per run for now).
PS: You get invaluable bonus points if you can figure out why we chose this name for the update! ːJ5T1Nː
Changelog
• Full power unlock listings can now also be viewed from the squad level up screen • Enemy targeting can now be done by clicking on their timeline portraits (mouse only) • You can now cancel queued actions by clicking on their action on the timeline or their portraits in the lower left corner • You can now quickly cancel all queued actions by clicking on the Cancel All button • For emergencies only, you can now Rewind Round back to the beginning of the previous combat round ONCE per run. This is accessed from the Main Menu in combat. • Reduced quality of cinematic videos so that they can be played on older versions of Windows • Combo Powers are now listed at the bottom of the powers list, but still above Defend • Random AoE Flurry attacks now explicitly state exact damage predictions (enemy only) • Counter attacks no longer execute if the target is killed by the attack instigating the counter • Fixed softlock issues in side quest maps, but they will only work on new runs started with with this version onwards • Fixed typos in some traits and effects • Fixed some rounding errors in displaying combat damage numbers • Fixed bug with some effects on gear (like Pyro or Nitro) that are blocked by shields / armor overriding other effects ability to be applied • Fixed bug with some debuff effects not displaying on Gear • Fixed some damage prediction miscalculations • Fixed bugs with enemy attack lines showing support powers when there are none • Fixed bug with combos displaying different damage numbers depending on who was currently selected • Fixed bug with enemy effect immunities not actually working (ie Goliath effect shields) • Fixed bug where Aegis Overseer could summon Praetorians more than once • Fixed bug with Varangian Templar Perk not giving extra armor • Fixed bug with some effects not displaying when applied • Fixed bug with some achievements not working • Fixed bug with Valkyrie Ironclad and Guardian perks being swapped • Fixed bug with Paragon's Siphon Stab II's stagger not buffed by Gear • Fixed bug with Aegis / Juggernaut Bulletproof combo • Fixed bug with Spectre's Dissipate not being buffed by gear • Fixed bug with Gunslinger's Echo regen stats being buffed by Gear as a single target heal instead of as a group heal • Fixed bug with traits on gear not showing if you could not equip it • Fixed bug with Imperium Wynn's transformation is shown for every new overseer • Fixed bug with Shield Stations sometimes not upgrading shields • Fixed a few more localization issues and grammatical errors • Fixed bug with Fury meter blocking clicking through to a hero underneath • Fixed bug with Archon's Shaman perk not applying the perks bonus effects • Fixed bug with Adversaries Resist and Immune to Stagger not actually working • Goliath's reflect shields no longer signal as a Return Fire • Added more framerate cap options (144, 165, 200) • Removed some unused resolution options • Increased font size of some text in preparation for console port • Added option to disable controller input detection • Various minor UI tweaks in combat UI • More fixes and safety measures around softlocks and corrupted saves • Inspecting a unit's Traits and Effects now displays on a separate screen where no scrolling is required • Fixed bug with Weaken Damage gear not applying debuff properly • Fixed bug with equipping Gunslinger with a blaster sometimes disappearing • Fixed bug where Paragon / Aegis and Paragon / Enforcer combos were re-usable • Fixed softlock after losing to the Overseer • New inspect Effects / Traits auto hides again when letting go of LT (Controller) • Temporarily disabled elevator combat to Imperium Cruiser as it was causing occasional softlocks
Bug Reporting If you are running into issues, you can submit a bug report here: www.rawfury.com/support Extra things that will help us fix these pesky bugs: - Screenshots - Detailed step by step instructions on how to reproduce the bug - Your save files (PC only) using CTRL-F12 before or at the moment the bug has occurred. Doing so will create a folder on your desktop called "SR_Bug_Report" that contains your save files and output logs which we can then use to debug the issue. Thanks for your support! - The Massive Damage Team
Hello. This is SHB Studio. On October 15th, the boss mode was updated on <Aeon blood>. In this mode, only the bosses of each chapter can be played separately, and you can play using the characters from the master mode.
Also, the price was cut from $15 to $10. We sincerely apologize to those who purchased before that. There were many concerns, but in the end, we decided to cut the price as we judged that this price was an appropriate price for the game volume.
In addition, level design updates have been added. Details are listed below. 1. Sliding slash range increased by 20% 2. Chapter 7 boss 'King' and 'Devil' HP decreased 15% 3. Master Mode Chapter 6 Middle Boss HP decrease 15% 4. Chapter 2, 3, 4 forced battle section deleted 5. Full text font replacement. 6. Optimizing progress throughout the chapter
Early Access Update 0.8.0.7 for Sands of Salzaar is now live. We are taking measures to resolve some of the deeper gameplay related issues that impact your experience in this update.
You can now unstuck your character with the new feature in game settings. Opening the inventory screen in combat now pauses the game, so you can comfortably use recovery items or rearrange skills.
Further on the quality of life front, you no longer lose durability for the entire party’s items even if only a couple characters entered a dungeon, levitating some of the durability woes. Messages from other factions also no longer interrupt your more urgent actions such as preparing a siege.
We are also looking at solutions to address the following issues in future updates:
Add new tools to streamline gear repairs.
Fix quest item progress logic so you don't need to reobtain quest items you already have in your inventory.
Last but definitely not the least, expect a glimpse of what’s on the horizon for Sands of Salzaar soon!
For complete update notes, read further down below. In the meantime, check out our known issue list here and hop on our Discord server for more discussion and feedback.
2020-10-15 Codename: Battle of the Black Sun (0.8.0.7)
Additions
Added a button intended to fix various issues causing characters to be stuck on the world map, you can find it in game settings.
Added new icons for some armor and weapons, modified some others.
Adjustments
Diplomatic events like declaration of war or gesture of peace no longer prompt dialogue boxes that interrupt siege preparation. Players now need to address those events in the Message interface (bottom left in the world map) within a certain amount of time.
Slightly reduced the power of Silver Warrior's skills.
Certain dialogues now properly address characters based on their gender.
Opening item and skill interface during battle in non-multiplayer modes now pauses the game.
Removed reward selection dialogue from prestige levelups.
Bugfixes
Fixed an issue causing messenger quests to sometimes display incorrect locations.
Ifrit Archer can can now be upgraded to Ifrit Flamespitter.
Fixed a geometry issue in Umbra Cliffs.
Fixed an item description display issue caused by item customization interface in multiplayer.
The legacy shop now properly displays all items under non 16:9 resolutions.
Modded custom factions that do not have a designated color no longer cause all cities to lose their faction color.
Battles that only require certain characters no longer incorrectly deduct item durability from all party members.
Fixed an issue causing certain quests to not update their quest item obtain progress.
On difficulty level 1 and higher, troop upgrade tree now displays the correct troop level required for the upgrade.
We saw a player post a question in the Discussions before. We took it as the theme of this topic event. You can share your thoughts in the comments of this event. Players who participate as required can get rewards. If you have other questions about the game, you can also share it below. It may become the theme of the new event and get answers from outstanding players~
Topic: "What do you guys spend your resources on? New player too fickle to spend certain awesome looking resources like the crystal things you can use to buy hero tickets. So I was kinda curious as to what all of you do with them?"
How to participate in the event: 1. Comment this post to share your opinion. 2. Don't forget to write down your game ID (Upper left corner of the game - Avatar)!
Notes: 1. Each account can gain one reward once. 2. Copying others' answer will be disqualified. 3. We will send the rewards in 5 days after the event. 4. Participants who do not follow the requirements will not be rewarded. 5. The Company reserves the right of final decision of the event.
Three weeks have passed since the moment when mysterious Caligari and his truck settled down in our garages, and butts became another place for art. And, the further the cooler and more unusual arts we meet in the chat and various videos. Continue to participate in the new season, discover new objects and experiment on your ranges! And the new wallpaper will allow you to design your desktop so that the atmosphere of the "Amusement Park" will not leave you for a minute.
Don't forget about other wallpapers that you can find here!
Yours faithfully, Crossout team
For more information on Crossout, follow these channels:
- Added V-sync Option - Added an auto-aim option for controllers (you can disable this if you like!) - Bug Fix: During the final boss fight, sometimes the Demon Vegetable's large radial explosion attack indicator would disappear resulting in unavoidable damage - Bug Fix: fixed text in permanent upgrade list UI
Scattered throughout Supermarket Shriek are a number of secret levels, "cunningly" hidden amongst the shops and stores. Will you find them all?
Complete levels and earn stars to unlock new areas.
So a heroic duo of man and goat have ended up in a shopping kart together. So far so normal. As they make their way through the town, they'll need to complete the challenges that lie behind each storefront and earn stars (up to 3 are available in each store). Doing so will unlock new areas to explore!
Choose your next challenge!
Each new street is packed with new, ever more outrageous challenges. "Simply" bundle your way through each doorway to see what carnage awaits inside.
Keep a lookout for hidden entrances...
As you progress, keep one man-eye and one beady goat-eye out for partially obscured entrances and suspicious looking scenery!
...and discover secret levels!
You might just stumble across a secret level! Each has a different theme and even more stars are on offer! Over to you, completionists.
Supermarket Shriek releases on Steam on October 23rd!