Author Topic: Scope of work for the art rework project, if you're curious.  (Read 7321 times)

Offline x4000

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Scope of work for the art rework project, if you're curious.
« on: August 08, 2012, 10:53:35 am »
I figured that some folks around here might be interested in this.  It took me about two and a half days of solid work last week to compile this, as well as culling out old and unused graphics, determining new needs, etc.  The attached spreadsheet has all the details on exactly what is going to be changed or added, in waaaay more details than most people would be interested in.  But since some people likely would be interested, here it is!

A few things I suppose I'll call your attention to:

1. There's a few new buildings being added, to round out the time periods that had a paucity of buildings (or wholly inappropriate building types) compared to other time periods.

2. One new character will be added.

3. All characters will have two portrait variants, instead of some having 3-4 variants but most only having 1 variant as now.

4. Character attacks, ducks, jumps, and falls will be multi-frame rather than single-frame, making them considerably smoother than now without going crazy.  Additionally, there will be both walk and run frames for characters, so no more "power walking" as villagers walk around the settlement.  This will also make it so that we may tweak your acceleration a bit when you move, so you start off briefly walking and then transition into a longer run -- that's something we'll have to experiment with what makes sense.  Previously I couldn't do that because it would make your character seem to slide over the ground, but that style of momentum movement might actually feel better to play with and certainly will make smaller adjustments to your position easier to make.

5. Contrary to what I'd originally planned, we are going to redo the entire GUI styling yet again, and we're also going to redo all the item and ability icons.

6. The edges of grounds are going to look much more unique and varied, which I'm excited about.  Hanging roots and lower grass and rocky cliff sides and whatever else the artists can come up with.  The point is that it won't just be grass all the way around anymore, and also the grass usually won't be so tall (or might be behind the player from now on) to make it so that you aren't constantly losing small items in the grass.

7. Not quite all the monsters are being redone, but a huge majority of them are.  In all its 63 new monster designs, a few of which are variants of one another.  But even for things like the dark dragon versus the crippled dragon, I'm going for entirely unique types of dragons rather than just a recolor.  When it comes to the espers, those will become humanoid rather than the "floating balls of light" that people have complained about.

8. When it comes to miscellaneous small objects (aka destructible stuff) and trees, quite a few new things are being added in addition to what is being reskinned.  All that new stuff there may very well not be ready by the 2.0 relaunch, which would be fine, but the new stuff would come shortly after that instead.

9. The world map is going to be completely redone in a fashion that should -- knock on wood -- look night and day different from what it ever has before.  I think we'll be able to come up with something that looks a lot more compelling and natural than the overly grid-like one we currently have.

10. When it comes to a lot of the monsters, by the way, many of them are being scaled down.  This is for gameplay reasons just as much as it is for reducing art costs.  To be honest, the reason a lot of the monsters were so large in the first place was because my old style of art simple did not look as good when scaled down.  That won't be the case with the new art.  Large monsters are problematic because they can be so large that they only are ever offscreen while you are fighting them if you are keeping a safe distance.  So then you don't even see them!  Secondarily, large monsters are easier to "spray and pray" against -- since they are so big, anything aimed in their general direction will hit them.  Thirdly, the larger the monsters are compared to you, the more doll-like your character starts to feel.  Fourth, larger monsters have more trouble getting through a lot of the terrain that your character can easily navigate, giving them enormous tactical disadvantages and encouraging our reliance on things like homing fire, etc, which can follow you even when the monster can't.  That's not to say there will be no oversized monsters -- t-rexes and overlords and a few others need to be huge, but the overlords will be sized down to more the size of the rex rather than 4x the size of the rex.  That makes them still 16x the size of the players.

11. In all, this is a 293 million pixel project. :)

Anyway, at this point Heavy Cat Studios are rallying their troops, organizing the work on their end, coordinating with me, etc.  There are going to be at least four artists working on this fulltime starting this week, and they've been working on double-checking all my work and making sure that they understand the scope and bounds of the final work (I just did get them the massive document and final files to go through very late on Friday).

So that's where things are at the moment -- exciting time!  Figured folks might be curious what has been going on behind the scenes with this project lately.
« Last Edit: August 08, 2012, 11:32:46 am by x4000 »
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Offline SerratedSabre

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Re: Scope of work for the art rework project, if you're curious.
« Reply #1 on: August 08, 2012, 11:31:26 am »
Wow, that's a lot going on there. I seriously can't wait to see how it turns out.  :)

Offline mrhanman

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Re: Scope of work for the art rework project, if you're curious.
« Reply #2 on: August 08, 2012, 12:19:51 pm »
Holy crap that's a lot of art!

Are they going to redo the logo, too?  And you mentioned that not all the monsters are being redone.  Can you give us a few examples of what will remain unchanged?  Are there no concerns with these few clashing with the new style?

Offline doctorfrog

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Re: Scope of work for the art rework project, if you're curious.
« Reply #3 on: August 08, 2012, 12:27:22 pm »
When this is done, be sure to give Heavy Cat some Heavy Petting.

Offline keith.lamothe

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Re: Scope of work for the art rework project, if you're curious.
« Reply #4 on: August 08, 2012, 12:35:40 pm »
I think the cat prefers Heavy Tuna.
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Offline x4000

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Re: Scope of work for the art rework project, if you're curious.
« Reply #5 on: August 08, 2012, 12:41:04 pm »
Holy crap that's a lot of art!

Pretty much!

Are they going to redo the logo, too?

Nope, that's remaining unchanged.  I quite like it, and logo design and general art design are two wildly different talents.  I'm sure that Heavy Cat can do it, but I'm not keen to redo the logo as people do recognize the game partly by that.

And you mentioned that not all the monsters are being redone.  Can you give us a few examples of what will remain unchanged?  Are there no concerns with these few clashing with the new style?

The excel file has absolutely all the details on everything that is being done.  In terms of the monsters that are not being redone, they are universally particle-based.  As HC isn't doing any particle work for us whatsoever, they won't clash at all. :)  Generally speaking, most particle effects go with pretty much any game.
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Offline _K_

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Re: Scope of work for the art rework project, if you're curious.
« Reply #6 on: August 08, 2012, 12:52:37 pm »
What are your plans for implementing the new graphics?
I mean, are you going to do it gradually, or wait for the artists to finish their job and then focus on implementing the graphics?

If its the latter, dont forget to make the final snapshot of the "old" AVWW and put it for download somewhere. I'm sure some people will want to play it sometimes for nostalgia's sake.

Offline x4000

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Re: Scope of work for the art rework project, if you're curious.
« Reply #7 on: August 08, 2012, 12:59:53 pm »
It will be a gradual thing, not an all-at-once thing.  Pretty much 1.2 official would be considered the last snapshot of the "old" AVWW, and I'll be sure to hang onto the installer for that somewhere.  Hopefully others can mirror that elsewhere, as I don't really want to pay for the bandwidth for an old nostalgia version, though. ;)

It may yet still be a few weeks before any of the new stuff actually gets integrated into the game, because there are many layers of work before the first batches of stuff are finalized enough to be implemented in that way.  But then once the first batch hits, it will be pretty continuous after that.
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Offline Nanashi

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Re: Scope of work for the art rework project, if you're curious.
« Reply #8 on: August 09, 2012, 06:41:44 pm »
Are you getting enough sleep or free time?

You already have quite a lot on your plate project-wise as it is, in addition to having to re-integrate everything graphics related. Working on 2.5 projects at once sounds a bit hair-raising.

Offline x4000

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Re: Scope of work for the art rework project, if you're curious.
« Reply #9 on: August 09, 2012, 07:27:46 pm »
Are you getting enough sleep or free time?

You already have quite a lot on your plate project-wise as it is, in addition to having to re-integrate everything graphics related. Working on 2.5 projects at once sounds a bit hair-raising.

Sleep?  Free time?  Those things are always in short supply. :)

That said, out of the three projects ongoing at the moment, it's not so bad:

1. With AI War's new expansion my direct involvement with that is mostly past; I did the new starfields and graphics and a number of backporting things from unity, and helped out on the design here and there especially with the bonus ships.  Now it's completely in Keith's hands, and he's working on the meaty features that he has designed and implemented pretty well from scratch.  I think it's going exceedingly well (an initial minor hiccup with GUI clarity/usability is not the end of the world by any stretch, and both he and especially I have done far worse in the past, heh).  So that project is basically going on along swimmingly, and is already hugely far along in terms of a lot of the infrastructure for the rest of the surface features.  That puts my involvement with it down to basically as-needed advisory and consultory, and then business stuff when it comes time for that.

2. With AVWW's art reskin project, I spent a month and a half off-and-on working with various studios to find the right one, and figuring out the scope of work and all that sort of thing.  Then an intensive stretch to make sure that everything is fully specced out so that all the work can be scheduled from their end.  Beyond that I'm pretty much in a client-side supervisory position for that project, where I look at what they show me and then offer feedback or get out the stamp of approval.  When it comes time for integrating the new art assets into the game, one of three things happens.  In the majority of cases, I just replace the existing PNG in the folder and that's literally it.  In a smaller set of cases (20% at most, I'd wager), I have to actually add a new object into the game or adjust the scale of an existing object.  For scale-adjustments and for then setting up the seeding logic for those new objects, that's something that actually Josh can handle (and has been for a long time).  And lastly, when it comes to the monsters and characters that's a bit more involved and will involve a bit heavier new coding; but nothing that will take more than 4-5 hours initially, and then it's just a matter of shifting each character or monster to using the new code branch rather than the old when their art is redone.

3. On Shattered Haven I'm the sole programmer and the main designer and also doing a lot of content design, so that's where the bulk of my time is going during this particular 3-4 month period.  However, Erik and Josh are also both working on levels and other content, and I've brought on my friend Zack -- who is the best level designer I've ever personally known and also an extremely talented game designer in general -- to help out on this project with managing the adventure flow and designing the learning curve (which levels come first, etc) and a variety of other things (including doing levels of his own).  So this project is really the heavy hitter for me for sure, but I've got a lot of help on it.

And then all of this still leaves me a couple of hours per week to work on new spells for AVWW, as well as other fixes and balance tweaks that are particularly important.  That might not happen this week because it's been kind of a crazy week what with the AI War expansion and my having to go into the hospital for half a day due to dehydration (serves me right for not drinking enough water when it suddenly got a lot more hot out), and so on.  But in general it should fit more comfortably, since over the last two weeks I've been angling to basically "clear the decks" so to speak when it comes to the AI War and AVWW art reskin work that is directly involving me and not just my decision-making.

So, yeah.  It's a busy season to be sure, but I don't have the sense that we've bitten off more than we can chew.  Not yet, anyway. ;)
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Offline Ulrox

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Re: Scope of work for the art rework project, if you're curious.
« Reply #10 on: August 10, 2012, 08:12:33 am »
Sounds like I'm going to be playing a ton of a valley without wind once this comes out! :D

Offline kesvalk

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Re: Scope of work for the art rework project, if you're curious.
« Reply #11 on: August 10, 2012, 09:14:43 am »
can i make a suggestion? make power slide a REAL slide, like megaman...

aside from that, good job! i hope i can get a glimpse of how the character move soon!

Offline x4000

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Re: Scope of work for the art rework project, if you're curious.
« Reply #12 on: August 10, 2012, 09:15:34 am »
In terms of the power slide, we'll have to see how the graphics shake out for that, but it's a possibility!
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Offline Brise Bonbons

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Re: Scope of work for the art rework project, if you're curious.
« Reply #13 on: August 10, 2012, 11:23:47 pm »
Exciting times indeed! I've just started a new AVWW game to test the 1.2 changes in a totally fresh world, and I'm enjoying the hell out of it. Helps that I've cranked the difficulty up as well - Arcen games are always best when they want to see you dead. :)

Can't wait to start seeing some of the new art animated and moving around. While I have a lot of confidence in Heavy Cat's talent and work ethic, I'm still having trouble imagining just how their work will look inside the game and moving around. Any chance we'll get to see run cycles or anything before they make it into the game?   ;D

Offline x4000

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Re: Scope of work for the art rework project, if you're curious.
« Reply #14 on: August 11, 2012, 08:09:47 am »
Yep, I'll share the pencil test animations. Cheers, and thanks for the kind words on 1.2!
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