Apologies for the lack of updates, but I’ve had some hardware failure on my end and it’s taken a bit to get back up to speed.
We’ve got a lot of progress however, a bit of animation, an update on DOZER, and a mock-up of the GUI.
These are all works in progress, things are going to look bad before they look good (hence the moonwalk).
Hey everyone, our friends over at www.shogungamer.com posted a great interview we were able to conduct with them! Check the site out if you haven’t had a chance to see what they are all about, and make sure you read our interview to get the latest of the future of the game!
Happy New Year’s guys!
I’m going to start making weekly postings [time permitted] on animation progress, and hopefully soon we’ll be able to bring you general art progress updates as well. This’ll just be a quick update on Otto’s animations. Be sure to note that the goal of these animations are to be aesthetically pleasing and for general testing purposes within the engine. These are not within the estimated frame budget, and thus might appear a bit slow for fighting game standards. The plan is to get them looking good in more “realistic” speeds and then to cut them down to the most important frames of the animations.
Once the ball really gets rolling we’re these updates will show much more progress.
Hey guys, I am happy to announce that our Kickstarter site has finally launched! All proceeds and donations will go directly to funding our game and expediting the workflow we produce. We appreciate all the support and comments we have received so far and look forward to hearing from all you in the months to come! Click on the link below or look for the green K icon at the top of the page!
Hi hi hi,
Gerard here, giving you an introduction on the animation and rigging pipeline.
Currently, our pipeline is completely Maya to Unity focused. Character rigging and animation is done in Autodesk Maya. Rigs are likely going to be custom built tailored to each character from a base rig to speed up development process. Here’s just a few snippets of the process so far. I’ve also included a rendered image of Otto with a pre-poduction concept shader-network developed in Maya to give a feel of what we would like to achieve in game. We are currently exploring different tools to develop the shaders for real-time hardware rendering.
Hey guys, today we have 4 mini teasers we put together to help garner some attention for the game. We will be bringing you more shortly with more details and features. For now, enjoy!
The first character we would like to show the fully finished 2-D concept art for is Fifi. In terms of the first 4 characters, she took the most time to research and develop. Giancarlo used hundreds of resources for Steampunk clothing as well as clothing from the 19th century to finish Fifi’s attire. The color scheme and actual outfit design has heavy roots in vintage French military garb. Without further ado, I present the finished art for our fencer, Fifi!
As the main female villain of our game, Fifi strikes fear and awe in the hearts of her targets. Being the second in command of the Zeppelin Pirates that rule the skies of the world, her natural talent with a blade is only amplified by her steam powered arm upgrade. Fifi’s style of play revolves around her offensive tactics and ability to counter an opponent. What she lacks in her ability to take a hit, she makes up for with her quick lunges and pressure game.
With every character, I will give you a sneak peek of what their Insight command button will do. Since this will be radically different for each character and will help define their style, we will provide a brief description of what you can expect to do with their Insight.
Insight Command: Counter Strike
Combining her talent of agility and sword fighting, Fifi’s Insight button will allow her to provide a variety of counter options to her foe. With options to counter low, regular, and high attacks in varying fashions, Fifi will be sure to punish foes that dare throw careless attacks at her. As a super move, Fifi’s Insight command will give her access to the best counter attack in the game. This option will make sure opponent’s think twice on whether they have an opening or if it simply a trap…
Hey guys, in this post I’d like to give everyone an overview of the button controls and tactical options that are available to you in GildenTide! During the planning phase, the amount of buttons and what options players should have was a hot topic of debate. Ultimately, we decided on the layout seen below:
LP: Light Punch
LK: Light Kick
HP: Hard Punch
HK: Hard Kick
Our final decision was to provide 2 punch and 2 kick buttons to players. This would not only allow for variations in special moves, but give enough normal attack options to open up the footsies game more for GildenTide. The feature that may not seem familiar is the I, or Insight, button. This button will perform a unique function for each individual character. Some characters may be able to use it for movement, while others will utilize insight for an extra attack. Characters will have standard, crouching, and aerial versions of the punches and kicks and may have other options for their Insight command as well. Blocking is executed by holding the joystick in the direction away from the opponent. The ability to block attacks in the air will only be available to players in one style of play, which will be covered in a later post.
To activate a throw command, hit the LP and LK buttons at the same time. The player will have a choice between a forward or back throw. Hitting the HP and HK buttons together will provide a very strong attack that will have aerial, standard, and crouching variations. This move will either absorb a hit with super armor, bounce a foe off the wall or ground, or even both. Tapping forward or back twice on the stick will activate a front or back hop, respectively. This can be used to gain ground or back off from an attacking foe.
Special moves will be performed by moving the joystick in a certain way and hitting a button. A special move performed by a punch or kick will have 3 variations of the move available. Special moves will have light and hard variations, as well as an EX variation that is done by performing the motion for the move and hitting both light and hard buttons. These moves will be more powered up versions of the standard attack and will take 25% of your super bar to perform. Note that any moves performed with the Insight button will not have a variation or EX version. Supers are moves that will have their own command that will launch regardless of whether you use a light or hard version of a button. Depending on what style of play you choose to fight with, the cost of these supers will vary. We’ll go more into super bars in a later post, including the 3 style options you will be able to choose from.
Also, please note that hitting both punches and kicks at the same time will activate a technique called a Breakthrough. We will go over Breakthrough in the super bar post, but for now, we’ll leave it as a way to cancel out of a move at the cost of a separate bar. Think of it like the Roman Cancel option from the Guilty Gear series of games.