Showing posts with label pixelart. Show all posts
Showing posts with label pixelart. Show all posts

Aeon of Sands - Summer Interview and New Gameplay Footage

IRN : How long has the development taken so far?

Starting in 2012, about 2 years of research, planning, story and pipeline (how to get the exact old-school look and feel), followed by 3 years of implementation (code, graphics, gameplay, story, audio), and almost 1 year of beta-testing and polishing.

Any idea of a release date?

Our plan is to release in 2018 !
We will disclose the release date in a few weeks on our blog; please do register for our newsletter if you want to be the first to know!

Register to receive exclusive news: https://t.co/ft6LromBC1


Melee & Spell Combat Footage


Story Footage

Read the full interview at IndieRetroNews:

@Let's Player, Journalists, ...

If you want to write an article about Aeon, an interview, or you just want to let's play it...please contact us at: info at aeonofsands.com .


Enjoy the summer folks:) !!



Cheers!
Marco  & Florian^TwoBitsKid

Aeon of Sands - How to create a wallpaper for a video game?



Hello readers!


For this installment of "Sleep 'till late with Marco", I'll guide you in the process of
Aeon of Sands - The Trail official videogame desktop wallpaper creation.

The first requirement to create artwork is someone who asks or forces you to do it. Usually a perverted creature called co-worker who ignores the fact that you already have something to do: to recover from too little sleep, to buy food and to defend yourself against garden vines that try to enter your floor uninvited. This kind of thing.

For proper illustration making, there are engagement rules to be respected.

Something along the lines of:

Evil Co-worker:    We need a splash page.
Me:    We already have one, I call it "orange flat".
Him:    No, I mean a proper one, with the Kinami tree... Have we already shown the tree? And the city... and the glass dome from the inside! And maybe tigers! A group of them attacking a pirate ship. In a stormy night! And the two Suns! 
Me:    I see... Minimalism, Pop Art, the whole 20th century got nothing on you, right?
Him:    Don't throw words at me! The only word is Code!
Me:    Right. Bye. [the communication breaks up. I go back to sleep.]

Thumbnails
After some other unjustified jokes associated with the threat that he would add heinous features to the game that only his distorted mind could love, like, more statistics,  I give up, and for the sake of reason, I'll make a few sketches that you see above.

What I wanted create:

  • a bold view of the sacred giant tree of the city of Pantella, called: Kinami
  • the tree: important to the story of the game,  thus should show its vitality, its will to spread, and to fill up the image
  • the city: had to be shown growing on it, in a symbiotic relation
  • a figure in foreground to help me state the proportion of the scene, and most of all to give a sense of story, of a final destination reached, or of something about to happen.


I thumbnailed a dozen possibilities, and decided for the one that seemed the most clear and sharply cut: a straightforward one.

Black and white rough
At that point, I usually want to have only a couple of values; in this case that was also seconding a scene overflown by the two suns’ light. I'm mostly concerned with shape and flow until very late in illustration, in any case.

After that, I distanced the various planes a bit, and thought about the mood.
In our story there is a kind of metaphorical veil, sometimes even a real one. A warm strangulation that threatens to suffocate the main character. This sometimes leads him in situations where right and wrong are blurred and Setrani, our leading actor, cannot help but miserably move on.

So, I started playing with that idea and the tree.

Add heat
The rough was ready, and I started to work on the preparatory drawing. I don't need such drawings to be very precise in respect to line, but I do need that in respect to masses; I need to know what goes where precisely.

I'm not the kind of visual artist that has the details fixed in mind from the start: I usually find them as I go on, as long as I have an expression, or emotion in mind, and a structure in place.

Now for instance, the placeholder figure in foreground was really lame. I needed a clear purpose for it, beyond the simple balance of the image.

So I borrowed a particular creature from the story, I covered it with a cloak, and gave it a sense of foreboding menace which fits with the general theme of the game.

Draw the skeleton out
Then I started to paint it. A lot of clone-mix brush work and pencils later, I arrived the stage of the following screenshot.

Pour the color in
And even later, after adjusting the overall hue, adding detail and trying to pursue light diffraction and more distance separation, I came to the following one.

Add detail
Then, I had to add the game title that also called for a revision of the logo used for the normal advertising screenshots.

Enter the logo
I decided not to occupy myself so much with the dome, and to suggest it only in the distance. Besides, whatever the creature in the foreground is, the dome is an obstacle that didn’t stop it: it’s already inside the city limits. ,
Now I just had to add the shadows cast by the tree and by the figure on the ground, and add a bit of detail to it: grass, maybe a bit of farming for the sustenance of the city inhabitants.

Finally I placed the logo on it, and added the finishing touches.

Floor it
That's it!

If you like it, download it here in colossal [2560x1440] resolution for your desktop pleasure!

download wallpaper:

with Logo:
1920 x 1080
wallpaper_large_logo_1920_1080.jpg
1920 x 1200
wallpaper_large_logo_1920_1200.jpg
2048 x 1536
wallpaper_large_logo_2048_1536.jpg
2560 x 1440
wallpaper_large_logo_2560_1440.jpg
without the Logo:
1920 x 1080
wallpaper_large_logo_1920_1080.jpg
1920 x 1200
wallpaper_large_logo_1920_1200.jpg
2048 x 1536
wallpaper_large_logo_2048_1536.jpg
2560 x 1440
wallpaper_large_logo_2560_1440.jpg
Share it.
Tweet it.
Love it!


Thanks for reading!
Marco

Marco Pedrana, the more aerodynamic half of Two Bits Kid, artist, illustrator, narrator, designer, sleepwalker, I don't actually have Setrani' looks.





Summer Update 2017 - Aeon of Sands

The Aeon of Sands team is on vacation until end of august, to regenerate for the final crunch to game completion.

The game is basically done: everything structural has been integrated, 90% of the mazes are in alpha state with all dialogues and graphics.

Combat finetuning against some Rogues 
We want to use the next couple of months, starting from mid august, to do additional cleaning, and most of all, to add all sorts of stuff that is not core game or story, and work on mechanics we did not anticipate. But that's the fun part, right?

Starting from September / October, we’ll then handle the external proofreading of the story as well as marketing matters, but we will keep polishing the game until the last minute before the release.

Playtesting, Debugging of the final Dungeons
So, enjoy your summer (or winter, if you are on the other side of the planet)! If everything goes as it should, this is the last “have a good summer(/winter)” post before the game goes gold!

Spring Update - 2017

Hey world,

We are still among you :) and work diligently at Aeon of Sands.

We now arrived in the internal Alpha. Horay !!!

Here is a small excerpt of our activities (my activities).

development activities - Aeon of Sands
Unfortunately, writing blogs is not our strength. Last year we almost exclusively posted updates from the game on our social accounts.

If you would like to receive the latest information, follow us on Twitter or Facebook.

We will bring our new website with trailer and community forum online next month. If you want to be informed, please log on to our mailing list.

Mailinglist



We will be looking for users who have registered for a wide range of delicacies ;-).

If you missed our social activities last year, I will summarize them below.











Have fun. TwoBitKid^Florian

Aeon of Sands - NPC creation process, updated

This summer I will still be sludging through the opponents creation, trying to get a sense of what misses yet, or is out of place, in the growing and roaring sea of game assets.

Here below, a 3 minutes video in which I illustrate the creation process of a creature, from the puppet sketch to the final frames of animation in game.


As I mention on passing in there, the dirty puppet underlying the animation, and the time it requires to be cleaned out, are a necessity for my keeping together the creature, to be able to give it consistency with all its frames and all the other creatures; this imposed constraint is actually boring to keep with, but effective in avoiding me going away in 100 different directions at the same time.

When I do not care for consistency, but only for expression, I would normally keep the puppet sketch - that encompass my understanding of the object - on one side, as a shorthand note, and do something only slightly related to it on a new page.

What I found is that in game design, that almost never happen, sadly.

As a result, this is the face of my dizzyness, that's amazingly similar to the result of hitting yourself with a magic in game.





Marco Pedrana, graphic slave of Two Bits Kid, artist. I don't really have blue sparkles on my face.




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Developer Diary - Shader and Pixelart Technology

SiENcE
My name is Florian and i'm one part of TwoBitKids. I'm coding the game, create gameplay mechanics and do parts of the level design. I code games for over 10 years now (i.e. Ultima Iris, an 3D client for Ultima Online).

Today I want to describe to you how we combine pixelart with shader technology to change scene ambience.

2D equals 3D ?

All games use either OpenGL or Direct3D and these APIs are clearly made for 3D. 2D is only a complicated abstraction and reduction of these APIs.

That's why in my opinion all current video games are 3D games and can use shaders.

There are 3 types of shaders:
  1. Pixel Shader attempt to manipulate the color of each pixel of a given texture. They are used to define the material of the surface (reflection, refraction).
  2. Vertex Shader attempt to manipulate the vertices. They are mostly used for 3D to transform your polygons and meshes.
  3. Geometry Shaders are processed after vertex shaders and are used for rendering hair or shadow volumes.
Most 2D games only use pixel shaders, because the vertices or geometry is fixed to stick onto the pixel grid. When 2D games use pixel shaders, they only try to change the material (color) of their sprites. When speaking of changing the color of a pixel I not only mean red, blue and green, but also the whole ambience of a scene.
Here steps in: Color Grading.

Color Grading variations with random LUT Tables

Color Grading

Color Grading is a technique used in movies for changing the ambience of scenes. It's mostly used for changing Brightness, Saturation or Contrast. But you can also change the curves of bright and dark areas and do selective changes to colors.

In Aeon of Sands we use color grading to change the ambience of the game in certain scenes or situations like day, night, combat or with spell effects.

Here you can see how a scene can change its mood from day to sunset to night.

Day
Sunset
Night


To use color grading in video games, you need a color grading shader and a so called LUT table (3D color lookup table). In the pictures above, the only thing we have changed was background and the lut table.

Here is the standard 16bit lut table...

and a modified one.


If you want to get informed about Aeon of Sands news, subscribe to our mailinglist.

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If you want to try color-grading for yourself, read the following references:
http://udn.epicgames.com/Three/ColorGrading.html
http://kpulv.com/359/Dev_Log__Color_Grading_Shader/

Monthly Update: December

Hi everybody! In the last few weeks we have been really busy, so we would like to use this post to draw you a rough map of the here and now of the ’Aeon of Sands - The Trail’ development.

Current Status

By now, we have completed about 75 per cent of the graphics for the background and objects. On that regard, we have now about one third of the game world designed, with four dungeons completely playable - with monsters, items and everything.

Here you can see a snapshot of Marco's framework to create one of the outdoor scenes. 


Roadmap

For the next two to three months, we plan to work on the following tasks:
  • complete the said background graphics and dungeon walls
  • color the remaining illustrations for the many game dialogues
  • finish the next ten dungeons and outdoor areas
  • start working on the audio part of the game

After that, Marco will draw and complete the NPCs and monsters, while Florian will populate the dungeons with enemies, putting the world of Aeon together. We will talk about the various areas in different posts.

Fun fact: While we knew we would cherish the illustration time, we have also recently discovered how much fun it is to create audio effects by recording and editing the sound of kitchen tools.

Having fun with kitchen tools

So you see, we’re currently on full production, also getting valuable help from two talented external artists for additional animations. We’re pretty much able to keep on schedule, even though we have not yet a defined release date.

We also plan to start our STEAM Greenlight Campaign in April, so the next few month will be really exciting!

We will keep you posted! Have a good time, and thanks for reading!

The Desert and You




On the proper ways to address strangers in the desert.

One would assume that there were none, as in a desert, there should be nobody to address. But if you find yourself there, a desert ceases to be deserted, and it unmistakably follows that there should be an etiquette and a protocol to addressing strangers. Because everything goes so much smoother when you have protocols, right?

That is at least what Setrani, the main character in the story of "Aeon of Sands - the trail" told himself when was ushered out of town and faced the desert for the first time.

Barely before he thought "Let me back in!" and at the same time of "There must be some kind of error!"

There was also the conflicting thought: "No please, I don't want to die!"; but his habit of trying to be inconspicuous, which he acquired early in his life, won that friendly bid.

Whether the concept of less resistance path would serve him during the course of our story, that's a matter for another day, but it will serve me now to describe the (probably not) happy encounters a traveler might have in this (really not) merry land.

So welcome to “Strangers in the Distance and You”.



You come from a domed city, a society clustered on the colossal body and limbs of a tree, all covered by a glass dome, sheltering people and vegetation from the brunt of the suns and the cruelty of the winds. You know that there are other cities like yours, by hearsay: you've never been to one and you personally know noone who has.

But even if they exist, your city is probably in a state of war with them too, as it is with the desert.

So, even if the chance is very little, those strangers you see there in the distance could be from another city, they could be every little bit as scared of the blinding emptiness around them as you are. Would they set aside their inbred hostility to foreigners, because of this common trait you have? You would, right?

Hah, like you could!

Well... Not easily anyway. Maybe you should listen to your empty belly, though, and let it dictate a protocol to barter some food, while letting them know you still are better than them. Is there a protocol for that?

Of course, they seem to be traveling in a group, while you are alone. However, your moral superiority must surely be evident, even to them!

But now that you are getting closer, you are not so sure that you should think of them as other citizens at all. Those bright colors and... plumes of some bird? They don't look like proper and respectable townsfolk of a foreign, detested city at all.

Maybe... Are they nomads instead?

Could they be the bandits roaming freely through the desert, in slow migrations? Those who, from time to time, get closer to your town, in raiding parties, attacking the less guarded entrance, robbing what they can in the hovels and plazas nearest to it, taking things and people alike, scavenging for food and for slaves, before making a run for the sands?

Could those approaching be men so unafraid of this terrifying waste, that no badge of honor, true or made up, could sway them from the intention to kill you, capture you and eat you alive, and probably all of the three at the same time?

If they are nomads, you surely better start running. Not that you could outrun a bolt of lighting or the sand storms that a nomad warlock commands. But let's just hope they have no warlock.



Ahhh... you are raving. It's probably the heat. You are not used to its full violence.
In fact, let's not be too hasty: the strangers don't seem to quicken their pace. Actually, it seems like the distance between you and them has not decreased.

Is that possible at all? This damn creamy hot haze... Making it difficult to judge distances and appearances.

Your stomach closes further. What if they aren't men at all?

What if they are some creatures just human looking, but not human at all? A bug, walking upright, a sand threader, something you have not seen before! Not that you have seen anything non human before, except the rotten and dried husks of some small animal sold at the markets in town, from the grim and outlandish people who dare travel the surroundings of their city, trapping, hunting.

But you never doubted that they existed, alive and skittering in the deep of the desert.

Therefore, these creatures must be certainly them, running in a frenzy, and getting close to you by the minute!

No... No. Bind your imagination! They cannot be that. Bugs exist. You could even encounter them if you are unlucky, but for sure they are not so calm and upright. All of this doubting is making you sick and feverish. "C'mon then! Come show me what you are made of, you will not have an easy feast of me!"

But then you are ashamed of your sudden outburst. They are still far, but not out of ear! All movement has stopped. They seem frozen in the haze. Precious sweat falls on your eyes and quickly evaporates.

What if they are the worst possible thing imaginable,

something of magic and of savagery that you have no name for, not one that you would chance to utter.

Magic. You have magic, everybody has it, it’s common where you come from. It’s natural in this wrecked nature. The only thing that can keep what human life there is on the land.

Sure, your people work with their hands, they tend sheltered farms and manufacture the tools they use. They build their homes, they suspend the bridges between the limbs of the sacred Kinami tree. But to keep the tree alive, to bend its wood and the glass blown in the furnaces to create the dome that guards you... Magic! A natural magic.



But there is a different magic. One so perverted and dangerous that any practitioner would be killed on sight by anybody, from old man to children, in town and outside...

You never saw it, but you heard from one who knew, that a traveler once told him, to have a cousin who was sure to...

What if that ahead is a group of magicians, with their green plumes and brown masks?

What if... What if... You are trembling, feverishly.

That's it! Surely their magic is already killing you! You try to find your balance, but you cannot but stumble on; wiping your brow from your copious sweat does nothing to help you see. But you are getting closer to them now, they are for sure luring you with a charm! They are getting larger and larger... Monsters! It's the end! The end...

THUD!

"ARGH! Help! I'm killed! I'm killed!"

But the killing blow doesn't come, as you wait for it, in a fetal position on the floor, eyes shut and covered from the sting of the evil magic.

"What are you waiting for? I will not beg! (Unless... Would I beg... Would it save my life? I'm an important person you know?)"

But still no answer comes, from cruel lips.

Slowly, you remove one hand from your eyes, and then the other, extending your arms slowly in the space between you and the unknown, your eyes still closed.

You touch a leg. Whoever he is, he’s toying with you. This is undignified!

Shaking, you inhale a lungful of hot air, so that you can face death at least a bit more calmly.
Then you open your eyes, to see the rarest creatures on the land.
The brown mask stands there. Scaly and covered with green plumes.
You are looking at the green and brown face of a palm tree.

Developer Diary: NPC creation and animation



Dear reader,

If you just found about this blog, you might want to check out the website of our soon to be released game too: Aeon of Sands (AoS from now on).

I actually got to almost complete an introduction post here, full of (arguably) interesting stuff on the reasons behind the whole design of AoS, but it got (not really) accidentally deleted in the name of cosmic balance.

So, it's ok if you find yourself here for the first time, while we delve in the intricacies of the NPCs and opponent creation and animation, and you catastrophically missed all our previous installments, as there's actually no previous installment.

But just let's agree that if there were, you would have for sure read them voraciously, printed multiple copies of them, and shared them with random strangers on your way to the groceries. That's how much you would have liked them. Blame Karma.

So, welcome back!

NPCs and opponents creation of the world of AEON

Take a look at the image at the top of this post. Today we discuss NPCs and opponents creation of the pseudo 3D world of AoS. This is a scene you will encounter in the course of the adventure, that depending on your choices, can take you to drastically different consequences. On some of these paths, you will then be able - or forced - to explore the surrounding area by yourself, and probably encounter desert nomads such as those in the scene above.

Nomads

Nomads are a heterogeneous group of people, anarchic to an outsider's eye, rigidly structured when you get to live the guts of a nomad caravan. So, I’ll let you in a secret, they do have roles and functions, jobs that define them and their stations: curiously they are not the bunch of illiterate crap-throwing sandworm lovers that you would not invite in the shade of your tree, like, ever.

The Camp Guard

In any case, among them, one of such functions is the camp guard.
Job description lists a bulky constitution, above the norm aim in throwing crap, a stern visage to discourage tourists.
These guys, standing under the suns more than a healthy time, don their rebreather masks most of the day and nights, and never leave their makeshift hovels without their mantles. Around here, they take seriously the concept of moisturized skin.

So with this in mind, I sketch a bit, coming out with these.



Of those, given time, maybe four whole NPC animation would happen, but considering each takes roughly one week, I would be happy with two. As game encounters, their most important purposes are to be interesting and effective.



That approved by Florian, I started drawing the different in-game positions.

NPC animation

Our NPCs have ten frames of animation each, two simulating walking for each side; the two that show the NPC turned towards the player are also recycled as in-place movement for when the character is standing facing the party, like moving one's weight from one leg to the other. Plus two frames for the attack, one preparing it, one having it resolved.

Full disclosure here: I’m no pixel artist. Let me rephrase: I’m not a pixel artist at all.
I cannot do an in-game 1:1 animation or character design. The closest thing to that I do here is creating the explorable environments: walls, floors etc; that's 1:1 - as it doesn't require any resizing work - but it's still drawing freely.

So to do this part of the job, the first step is to draw each position as I would draw a figure illustration, starting from its skeleton, making that coherent with its other frames, place all the ten of them on the same imaginary floor, and of course perspective and dimensions. All of this, I do at a resolution roughly 4 times the one the final character will end up with.

The animation doll

Second step is to actually draw our character, from tattered cowl to fancy designer boots. This is line art only, I need it to know what’s what, with some exactness.

Line art

NPC shading

The next step is more pleasant to do to me, as I can loose a bit, and sculpt a bit the figure, shade it, and it’s also the last fun I'll have for a while, as what comes afterward is all about carefulness.

Shading

At this point, a close review of the work done is needed, because afterward I will reduce the whole animation to the size we would use in the game, so there would be no back step possible if something was amiss, if not really a painful one.

NPC resizing

To reduce the image, no available resize algorithm is any good, because of artifaction or information loss; I have to use layers with the different products of such algorithms, sometimes posterize them, and adjust some part manually: sadly for me, here pixel art comes in the process.

Pixelization

NPC pixelart

Then it’s time to color! Here I apply the color with the character separated from the rest of the game, to all frames, obviously using the same palette. When that’s done, I import one of them on its intended background and modify its color via correction layers, if possible, or noting what I have to change in the coloration itself. I go back to my animation and apply the modifications.

Now, there’s a problem to solve, caused by the reduction and coloring: each frame will most assuredly have unpleasant aliasing. So, using a contrasting colored background, I manually cut away the unneeded contour, or I add it where I need it.



NPC ingame

Last step! I simply have to import each of the frames in my huge wallset file.



Only remains to fix the NPC shadowing on the floor, rinse and repeat for all NPC and opponents in the game…

Thank you for reading, even more so if you are still here reading this!

See you next time for more tidbits of our creative process!

Ciao!

Marco

 

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