Hunter’s Tale screenshot saturday and some updates

Fun thing: I’ve been actually working with Giuseppe for about one year and a half, bu we never thought of giving a name or a logo to our duo until last day. Maybe it’s because it’s SO DAMN HARD. I will skip the looong shortlist of names we were trying to use (including every single possible title of movies we liked with the pixel word on it). We thought that the pixel word would have seemed to “force” us to work with pixelart only: this is why we eventually made the logo in pixelart, but we decided to call ourselves Bad Tempered Dev. You can see the moving logo down below. It features the two of us working and freaking out because BUGS. That has been pretty much exactly like the past two weeks, bu without punches and bazookas. You still can get the point.

Following that (you see an image and 6 lines of text but has actually been 3 days), I decided it was the right time to open an official website for the game. Wix worked wuite fine wih my personal portfolio website, so why don’t use it for the game too? It’s still simple, but it’s looking nice. You can see it here (still this took me the entire day, also because my laptop decided it was the right time to broke, see the irony in that, so I was forced to use an old laptop first and then get out to bu a new one. Thank you, old notebook!) :

http://hunterstale.wix.com/game

Last but not least, these are the new screenshots freshly made for the #screenshorsaturday, showing  a shop (now full working!) and an old one from the swamp level design I forgot to show and that looks awesome and very rich in terms of details.

 

ht 2014-08-21 10-10-02-27 hunter'stale 2014-08-21 17-34-18-85

 

As concerns the richness of the shot above here, I wasn’t the one that thought it was awesome: it was voted as image of the day on gamedev.net!

Thanks again for the support!

 

http://www.gamedev.net/page/showdown/view.html/_/francesco-segala-r47375

Hunter’s Tale – recording the voices

Something new this time!

Some friends at Studio Panopticon in Rome helped me recording the voices sounds for main character and the village habitants. It was mainly quick sounds of words, just like “hello!” “see you around!” or stuff like for the villagers (my friends did them) and the panting, yelling and dying sound for the main character (that I actually did).

One of them got a great voice so I decided to let him narrate the prologue of the game and trailer! He’s got a very trailer-ish voice, you’ll find out when you’ll see the trailer!

These are some stills from the day. It was fun!

 

Foto 19-08-2014 10 54 30 Foto 19-08-2014 10 56 24 Foto 19-08-2014 11 18 44 Foto 19-08-2014 11 18 50 Foto 19-08-2014 11 19 26 Foto 19-08-2014 12 18 23 Foto 19-08-2014 12 21 36

Hunter’s Tale – more giant animation

or actually the part when you see what you’ve done and looks terrible, therefore you reset and start back from square one.

I animated directly with aseprite, as the movement were pretty easy (pretty much just rotations) but they needed way more frames than the creatures I am used to animate: the arm below that, for example, is made of 32 frames. It’s a process that’s much more straightworward to build with aseprite directly.

These are new studies for the giant parts:

the arm movement, finally got it right

armfinale

 

head movements, actually I need to change them a bitmovimento-testa testa-urlo

the arm when the giant is screaming:

armfinale2screaming

 

and finally  a test animation, NOW WITH SOUNDS!

Hunter’s Tale – new bugs and stuff

experiment for the village colour palette: day, dusk, night, dawn. will we be able to make a full day/night cycle? Hope so.

Cattura

New electric zapp: the old one didn’t seem to work that much :S

newthunderbullet thunderbullet

and finally, to vary the environment more, we decided to att fog too! this is an early test with a sample background, the final effect will look pretty much like this!

fogtest

Hunter’s Tale -another busy week

bugs, bugs, bugs everywhere!

this is a full list  of bugs I’ve been dealing with so far

RESOLUTION ISSUES

blacksmith 1,2 and 3

fisherman 1 and 2

font and sprite font

all the UI (it was drawn at 1280, we realized we could build the game at 1920 so I needed to resize all the UI)

REDRAW ISSUES

new floor for village

sheeps1,2,3 and 4

people chatting

blacksmith’s alpha

change sun colours!

frame 3 toadwalking (see below old&new)

toad-walknew-toad-walk

frame 1 toad run

toad-runnew-toad-run

I’ve also started doing the dvd cover (because why not?) and working on the trailer structure.

Luckily I’m pretty large with my schedule as I’ve been doing all of my work so I can take care of these things.

Foto 15-08-2014 17 59 38

 

New stuff too in here! here’s a preview from the village, that has been entirely rebuilt and is going to feature working shops anytime soon!

This is the changing costume effect, we didn’t want a sailormoon-like transaction, and pixels always works!

change

Full video here

Hunter’s Tale – studying the running pose with wyvern suit

As I’ve told before, the fact that the wyvern suit uses a different kind of weapon means that his walking behaviours are different too. Ok, we’re not pretending to be realistic with a sword as tall the character, but how could he carry a sword like that while walking and running? ideally, if he carries it on his shoulders it will be much more exhausting that just making it crawl on the ground, therefore when will he need to hustle more and when less? How much should we consider that and instead looking on the beauty of the animations? As I haven’t decided yet, I made every possible combination.

running

1

runtest3

2

runtest2

3

runtest1

 

walking

1

walking-test3

2

walking-test1

3

walking-test2

Hunter’s test – studying the giant anatomy and movements

 

Working on a giant is the more difficult task on a game like Hunter’s Tale. The normal animations are only of few frames, and as they are small and fast they work pretty well. But when it comes to a giant thing, that means it will naturally be slower than any of the smaller monsters, and therefore will require more frames, double, maybe three times the frames. Also, there won’t be an animation including the whole giant. It would be too heavy and not useful to be put inengine, so you have to fragment the work and start thinking about the single pieces.

It’s not a hard work in terms of movements. There are tons of movies and games to be inspired with, and as it look like a human in terms of proportions the movements look human. The issue is about making them fit the size of he character. This leg, for example, is way too fast.

legtest

 

This head instead worked pretty fine actually. It trembles and it’s slow but not too much slow-it still feel like a raging scream. I’m probably going to change the angle though, and make it look down at the character.

headtest

 

The arm too is way too fast, but it’s only a wip about rotation, as I’m trying to make those animations directly with Aseprite.

Surely I will need much more work to build this guy properly.

armtest

(this post is still to be finished)