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Which actualy means “coding and drawing games”. At the same time we move forwards with the engine – and the fact that we’re building PC, Android and Web at the same time is a big challenge – we’re drawing and testing Cape of Storms. Fun times ahead.

Meanwhile Bruno moved to China and there are over 2000 comments to moderate. You’d think the spammers would give up after they saw 2000 of their comments not going through, but it’s not the case. Not the smartest people in the world, as it turns out.

By the way, if you have any tips for getting rid of spam, please let us know. Next step will be to block all comments except from Facebook/Google users. But only when the game things are over – priorities, always priorities.

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tim_gordon_draft

…we were building Cape of Storms, as you might or might not remember. We went as far as to write the whole, detailed script with all the puzzles (and then we found one of the puzzles being used almost exactly as we wrote it in The Cave, which was a fun coincidence but now we have to rewrite it – bummer).

Back then we had a new engine, used to build The Labyrinth. The problem was this engine was heavily dependent on perspective drawing, as opposed to the isometric we had before (protip: isometric makes some things really easy if you don’t know how to draw). So we found an external artist to work on the new game.

And that didn’t really work. The guy kind of disappeared.

That left us stuck in a corner. We couldn’t draw the game ourselves, and by then we had almost no spare time because of a series of other matters. So Cape of Storms was delayed. And delayed. And then we stopped updating the site. And then we also disappeared.

Until now.

We’re rebuilding the engine. And planning new games. To be honest, both those things are easy. But we still have some roadblocks. Mainly, the ability to create scenes, characters and animations without the need to rely on artists. And that’s what’s taking our time right now – we’re building tools and the engine with the goal of making it easy and fast to make all the art involved.

The scenes are working fine, the characters are still in draft stage (there’s an unfinished example above) and the animations are the next thing to conquer. After that, the engine (which is a bit of menial work but it’s all planned already) and the games (yay! – the fun part). With a few changes in relation to the old games, but we’ll get to that in another post.

Does that mean we’re not calling artists anymore? Nah. We will do it, eventually, and that should be really interesting. We just need to make certain that, if that doesn’t work for any reason, we’re capable of working on a game by ourselves. And thus to be able to keep our deadlines and roadmaps.

Yes, we have roadmaps. Right now we have at least fifteen games planned. Seriously.

The first one? Cape of Storms, of course. Some time this year. It’s been delayed enough. :)

Meanwhile here’s some doodles:

doodles

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If I was someone who knows how to draw, I could look at something and put it on paper. Ok, I know it’s not that easy. It requires points of reference, models, a lot of practice and so on. Even so, I am not that person.

This makes it really difficult to draw the hard stuff, like the human body. I wish I could get one of those little wooden dolls, position it the way I want it and copy it. But I need something more exact to start from.

Then there are programmers, and when programmers find a roadblock we sit down and code a solution. Once again, not that simple. But it helps.

That’s how this little tool came to be – and believe me, it was tricky. Say hello to the virtual wooden doll:

character_tool_1

So, what does it do? Well, mainly the same as that other tool. It creates models for people, using the same perspective as the scenes. After all the variables are set up, it prints a page like this one:

character_tool_print

It is intended to generate the main positions for a character, but I’m not doing it right now – I’m mainly creating some random poses to some random characters so I can test it. So, after this is printed, we can start some concept art. For instance, here’s David Green:

character_tool_david

No, I don’t like it either. I don’t know why, but this guy was created with a common face that’s simply bland. If (some day) we get to work on Trapped again, this will have to be solved. But right now, it’s not a concern. Let’s move on.

Meet Tim:

character_tool_tim

And here’s a ghost/zombie:

character_tool_ghost

And, finally, this is Betsy:

character_tool_betsy

Next steps are to “ink” these drawings, much in the same way as the scenes. This is what the next post will be about.

Anyway, as a side note – before deciding to create the tool I researched a lot for free, simple ways to get the same kind of results in the Internet. No luck – there are some good references, but I really needed a tool. So when this one is over, after we enable animations, we’ll upload it here and leave it free for use to anyone who has the same issues.

Cheers.

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Hi again. Where were we? Oh, yes. I showed you a small tool that generated a 3D wireframe, as the one below.

making_scene_wireframe

Now, this needs to become a cartoonish drawing to use in a game. It didn’t look promising. So let’s see what happens next. First off, we go analog. Which means the wireframe gets printed and I pen a quick draft on top of it.

making_scene_draft

Next, the draft is scanned and the colors and shadows are added, layer by layer.

making_scene_layers

After some time and a few tries, this is what I’ve got:

making_scene_betsyroom

And that’s pretty close to what we expected. It took more time than it should, but that’s only a matter of practice. The more I draw the scenes, the quicker and better they become.

Oh really?

I wanted to test that theory. So I tried a second scene, one that could be compared with previous games. And sure thing, it took half the time.

making_scene_backyard2

And I gotta say, I’m happy about it. It’s almost there on what we’re trying to follow, and it’s sustainable – easy to reproduce over and over.

Of course, none of this means anything unless we can follow the same style for the characters and items. So that’s the new challenge. Next: characters. I’ll see if I can finish some concept art tonight.

Cheers.

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So, we’re not going back to isometrics for the next games. There are a few good reasons for that (the fact that we don’t like it as much is not the worst of them), but the details are not important right now. The thing is, we want to keep the scenes based on perspective and cameras.

This poses a series of problems. Isometrics are quite easy to draw, but real cartoonish scenes demand you to actually know what you’re doing. Or that you cheat.

I like cheating.

For The Labyrinth, what we did was to generate all scenes within Google (now Trimble) SketchUp, and use textures everywhere. It worked, but it wasn’t close to perfect. There wasn’t much control on lighting and colors, and all lines and angles were too straight and hard. And integrating the scenes with the game engine was like tripping and falling face-first on an ant colony while running away from furious african bees. Not really pleasant. We needed a better way to cheat.

That’s what I’ve been working on in the past couple of weeks. A useful little tool to be able to create scenes for the game in a way that’s easy, looks good (maybe not great, but good) and works with the game engine. This last part is important.

making_scene_tool

The result is what you see above. It has a number of functions, all aimed for the creation of rooms and environments using a simple grid. After you put all the walls, doors and objects in place, it generates a simple wireframe.

making_scene_wireframe

“If all you needed was a wireframe” you may ask, “why not keep using a 3D tool and then doing whatever you’ll do with it?” Good question, actually. Well, an actual 3D tool would be a bit overkill for this. But this is not a good reason. However, our tool does more than just the wireframe. First of all, it keeps the perspective fixed and optimized for the game engine. Second, and more important, it generates maps along with the wireframe. These maps will be used within, with no need for edits, to regulate the walking behavior for the characters and clicking responses for the player. This is the whole integration part that we had issues in The Labyrinth – and not anymore.

“But how is that wireframe supposed to, you know, look good?” might be your second question. The answer for that will be in the second part of this post, some time in this week.

Cheers.

 

* Bad pun intended. I’m sorry.

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