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Submitted on
February 5, 2011
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1280×720
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4.9 MB
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31s
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861
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:iconmeleesonic32x:
MeleeSonic32X Featured By Owner Aug 26, 2011  Hobbyist General Artist
@00:30Wow thats really cool. I like the little touch with the shadow.
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:icond-ark-the-random:
D-Ark-the-Random Featured By Owner Feb 13, 2011
@00:29Will be watching to make sure
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Sorry it took so long :iconteheplz:

I was planning on making 2 videos, one with the animated character (as I had been using a placeholder up until that point) and one with the current coding progress (this footage). Turns out Fraps can really only record the "game at work" and wouldn't active with the editor, so I had to replace the placeholder with the character. Never expected it would go pretty much without problems though.

Anyway, the current progress! I have implemented almost every basic move, codewise. Of course, lots of tweaking will need to be done and there are a few nasty bugs that screw around with the controls (character not rotating properly during running and turning, those things).

As for the animation; well, look and judge for yourself. It should be obvious it still needs a whole lot of work =P Running cycle feels stiff, walk cycle is too girly (went overboard with rotating various body parts), jump cycle is victim of an oversight, and so on. I have to redo the whole rig anyway, since the character's feet are not properly aligned in all the cycles. That, and there are a few major errors with the current rig itself (which can fortunately only be seen during close-up, but will hinder eventually during the game).

All in all, a crapload of work is still left but at least I have got a nice start going =P

Oh, I wanted to upload the trailer to deviantart as well. Unfortunately, it seems that the size causes constant timeouts (my uploadspeed sucks), so if anyone still wants to see the first trailer, check my first journal.
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:iconmeleesonic32x:
MeleeSonic32X Featured By Owner Aug 26, 2011  Hobbyist General Artist
@00:30Wow thats really cool. I like the little touch with the shadow.
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:iconfolji:
Folji Featured By Owner Mar 12, 2011  Hobbyist Digital Artist
One thing you could implement are some animations to cover the sharper 90 and 180 degree turns (I'm not familiar with the engine you're working with, but I can't imagine it being difficult to implement). That was probably the thing I noticed the most about the animation cycle; the way the character turns while strictly moving in one direction, like the ground is covered in ice.
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:iconpiratesadventure:
PiratesAdventure Featured By Owner Mar 12, 2011
Yeah, the animations are still something that will get better care in the future and I do want to implement animations for pretty much anything.

The Unreal Development Kit works in a weird way regarding animations (at least, that's the way I feel about it). You first need the model (obviously), then you need to make a seperate file containing all the animations and lastly you need to make an animation tree to blend all the animations in the proper way. The upside is that it doesn't involve overly complicated settings (its simply a matter of dragging and attaching nodes with each other; kinda like writing psuedo code). The downside is that it is written with Unreal (and therefore FPS games) in mind.

This means that, for instance, turning animations are not supported per default and you need to go all custom with it. Same goes with a slowing down animation (slowing down is already a tricky issue in unreal) and any other animation that is not normally seen in FPS games. This is the main reason why I have placed that animation in yet (or made it yet for that matter), as I wanted to focus on the code side of things first, so that I had something to work with by the time custom animations came into play.
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:iconfolji:
Folji Featured By Owner Mar 12, 2011  Hobbyist Digital Artist
Ah, yeah, I can see the issue at hand with that.
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:iconpiratesadventure:
PiratesAdventure Featured By Owner Mar 12, 2011
Well, I have to add that there are still a few issues left before I can actually implement animations, even with the code being as it is right now. The problem is that during turning, the character doesn't register the wall as an immediate stop (causing it to take time to slow down codewise, even though the character is standing still). It also causes the character to go into "moonwalk", where the entire turning sequence is ignored. The moonwalk issue also tends to happen during turning after the game has initialized motion. Long story short; there are still quite some issues before I can get the animations working.
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:iconfolji:
Folji Featured By Owner Mar 12, 2011  Hobbyist Digital Artist
It's usually an effort worth the outcome, though.
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:iconhyakkidour4n:
HyaKkiDouR4n Featured By Owner Feb 9, 2011  Hobbyist Digital Artist
Truly impressive, especially if you did it all by yourself.
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:iconpiratesadventure:
PiratesAdventure Featured By Owner Feb 25, 2011
Thanks! Sorry for the late reply; I was busy having a major artblock :iconteheplz:

Anyways, so far the project has indeed been done by myself (apart from the music in the first promo trailer; I would kill the entire game if I did the music). I hope to get some help though. While I do like being a "one man team" (it being one of my personal development goals), most of the people and instances that potentially throw money at my projects do not. It is hard to defend a project done entirely by yourself, especially when it comes to games; lots of skeptic people. Soooo, I hope to get help eventually but being poor has not helped much :la:
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:iconhyakkidour4n:
HyaKkiDouR4n Featured By Owner Feb 28, 2011  Hobbyist Digital Artist
No problem for the delayed answer. It is standard on the Internet. ;)

Actually I think I could learn a lot from you on managing and financing a solo game project... I'd be interested on any tips you have.

If you don't have the time or will to share, it's okay. Good luck either way. :)
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:iconpiratesadventure:
PiratesAdventure Featured By Owner Feb 28, 2011
With me it depends. Then I reply in time, then I reply weeks after the post was made :iconteheplz:

Anyway, I am afraid you wouldn't be able to learn much from me. Managing is not really that much of a problem, as long as you have a good background and good connections. For me, I have a wide background in visual art, some programming experience and lots of design experience. That helped in being able to do a solo project (though, admittedly, I would have liked it if my programming skills were better than what I can do currently). For me this situation also has a few advantages, as I tend to get bored of things I do for extended periods of time and then loose all motivation. Having various areas to address helps igniting the motivation. Music would be the only thing I definitely cannot do, but a good friend of mine charges a friend fee for me and is also highly skilled. A lucky break :)

My biggest enemies are time and money. Especially the latter. Currently I am doing parttime work for the local mail agency (though, that company is a sinking ship, so I would be surprised if I can keep this up for much longer) and trying to get grants to continue the game. Fortunately, there are a few grant options in the Netherlands (though, due to budget cuts, these grants won't exist for much longer), but unfortunately a lot of them require you to invest money of your own as well (which I don't have). So, I am simply trying to get as far as I can, while hopefully reeling in some assignments here and there that can keep me going for another month or so. The goal being a demo; if I can somehow market the game using the status from winning an indie contest, I would be able to appraoch publishers as well. That, and before you even can approach publishers, you would need a proof of concept anyway. One tip I can give; always check what your country has in grants for games. Europe and its countries are quite serious in getting a position in the games industry, so there should be quite a few instances that throw grants at people. For instance, Europe itself has the Media 2007 thing (though it requires you to toss in 50% of what you think you need), where you can make a interactive work that is "artistic". Europe has quite a lot of pride regarding their former art status; this pride is extending to games as well. Just be sure to have an artistic edge. Nothing like the mainstream games, but more like games such as Braid and the like.

That leaves time and well, as long as you don't have a steady cashflow, that will always remain a problem. The only thing you can do is work hard during the days you can work (during my peaktimes I generally work approximately 14 hours a day) and hope that you won't meet with the dreaded artblock/mini-burnout. The only advice I can give is not to get a fulltime job. Very few are mentally capable of working long days on your game when you have a fulltime workweek to worry about. The few who are, are very likely to walk right into a total burnout. Always parttime; earn at least enough to make it through the month. This way you have more time to spend and are less likely to break down. It also helps for keeping a workflow; working two days a week on the game is not quite enough to get into the rhythm of things (at least, not for me).
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