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   jamesprimate on June 13, 2015, 08:14:50 AM:

some fresh new video of alpha150607d for E3:






   jamesprimate on June 13, 2015, 01:00:55 PM:

awww thanks guys, seriously!  Tears of Joy its been a rough one, but seeing peoples reaction to the video (and a little bit of destructiod hype!) seriously makes my week: http://www.destructoid.com/new-rain-world-footage-justifies-the-title-293879.phtml





   jamesprimate on June 13, 2015, 09:05:59 PM:


The individual sfx and music from the video are great as well - how is sound implementation going overall?

thx thx! i appreciate it! sound implementation is going pretty well so far, though we only have 1 of the 3 planned audio systems in place right now. SFX seemed like the obvious way to start out, so thats in now, but we are also looking to have dynamic systems for both atmospheric (ambient / weather audio) and music. atmospheric is probably next on the list, and although the music is hugely important from my perspective, i think the implementation of that aspect will wait until the narrative elements are in place and we can have that all work together tightly.

it should be mentioned that im going way, waay, waaaay over the top for the audio stuff. as i see it, its unlikely ill be in a position to be this impractical with depth of content and level of detail again, so im going all out.





   jamesprimate on June 14, 2015, 09:22:56 AM:

PC Gamer Hype! #slugcatlife http://www.pcgamer.com/you-might-need-a-brolly-for-this-new-rain-world-footage/

Brolly DLC confirmed





   jamesprimate on June 14, 2015, 03:25:30 PM:

wow i guess people liked this update! http://www.rockpapershotgun.com/2015/06/14/rain-world-trailer/





   JLJac on June 15, 2015, 12:00:42 AM:

Thanks dude! :D

Yeah we have been thinking about the logo too and there has been a bit of movement in that area lately, we hope to have something to show soon!





   jamesprimate on June 15, 2015, 11:26:26 AM:

thx thx!

Quote
I wonder how Rain World would look after another year

ahahah dont give us any ideas! its already late enough XD





   JLJac on June 15, 2015, 01:23:15 PM:

Update 437

Working on lizard hearing. It seems to be making the game pretty brutal, but it also opens up for more fun sneaking scenarios such as throwing a rock to trick the lizard into thinking you're somewhere you're not, and of course crouching and being tactical about your jumps.



Currently I have a system where the creature's noise detection ties in with the already established visual tracker. When it hears a sound it will go through the creatures it knows to be in the room, and tribute the sound whichever memory of a creature is closest to the sound source. Then it will update its perception of the creature to that new spot. A fun scenario this system supports is a lizard that has fled from a vulture but hasn't seen that you are in the room - if you make a bunch of noise without showing yourself it will assume it's the vulture and flee from you haha.

Next step is having a little "go check out what made that sound" behavior for situations where the creature does not have any idea what might have made the sound, such as the standard stealth game situation where you throw a rock to have a stationary NPC go investigate and move out of your way.

Also I'm going to need to work a bit with the lizard animation to attempt to communicate when the lizard has picked up a sound. That's going to be a fun challenge haha!





   JLJac on June 16, 2015, 09:29:22 AM:

Yup, there should probably be some little error margin - especially if the lizard is just only at the edge of the sound's range and barely heard it. Could probably do this simply by displacing the perceived sound source a bit in a random direction in those cases. I think I'll try it out, but while it is realistic it also introduces yet another random factor into the game - something of which there's already too much. If the game is completely unpredictable it can't really be played because each action may have any outcome. If it's deterministic however you can count on stuff to work in a specific way - for example jumping on a floor above a lizard and have it go to that spot to investigate, rather than going somewhere else. So it's a balance, but yeah, there should definitely be a little bit of fuzziness to the hearing.

Haha yeah we want to avoid the exclamation mark if we can! We have a bunch of other things going on, none of which are as clear as an HUD element, but I think that all of them combined will be enough to make an experienced player know their stealth state. A lizard that has spotted you starts emitting bubbles from its head, the head is shaking, the lizard starts moving much faster and opens its mouth. I haven't yet gotten around to the actual lizard vocalization, but that's going to play a big part as well - there'll be hissing and screeching. One thing we've been talking about is subtle sound cues for "hostile creature spotted you" and "hostile creature lost track of you" etc. Not a loud ugly sample, but just subtle little effects that can weigh in with the rest of the little signals the game gives you to help you form an idea about what is going on and how bad a situation you're in. This won't be very clear to a new player compared to a HUD pop-up, but hopefully you will grow into it. This is sort of where the player's progression is at in our game - we don't have levels and barely any equipment you can carry with you, instead it's about the player slowly learning how to interpret and maneuver the signs and signals of this fictive world. Or that's the idea at least, let's see how well we do haha!

Update 438

Further messing around with hearing. I got the "go check out what made that sound" behavior in for lizards, and then had to do a lot of tuning to make them less confused about everything that was going on. The main situation was two lizards fighting and me running by on a floor above - the challenge was to make them understand that they each saw the other lizard right in front of them, and thus conclude that the sound above probably was coming from a third entity which might be worth checking out. After some fussing it seems to roughly work! Also crouching mode is now silent - actually completely silent, which might be a bit too much. But it's a lot of fun to trick a lizard by jumping in some spot or throwing a rock, and then quickly slithering away along some clever route in the crouch mode.

Also, we're starting to think about a new region.



James has been trying out some architecture and layouts, and I've been messing a bit with a palette and some settings that are going to be needed, such as wave amplitude settings for the water.

The waves don't look very amazing at this point, a bit too regular and machine-like. I think that some light randomization might help a lot.

This region is going to be ocean-inspired (maybe it's the actual ocean, maybe it's just a very large cistern or flooded area, depending on if you want to imagine this industrial complex as something city-sized that ends at the shoreline, or something larger o_O).

Contrary to Drainage System where the water elements were coupled with some claustrophobia in narrow underground pipes, this is going to be about large spaces where you can swim freely, which I think will be a lot of fun. Part of the gameplay will happen up in the structures sticking out above the surface, part of it down in the actual water, and obviously you will be safe in neither place.





   jamesprimate on June 17, 2015, 04:28:00 AM:

sorry, neither of us are there so we dont even know! there is supposed to be some sort of gamespot stream preview today too, but i dont have links for it yet Tongue





   jamesprimate on June 18, 2015, 03:22:11 AM:

thx! sort of funny weird that people are doing interviews, playing it and partying and all that jazz while were here grinding away like we usually are. if anyone here is into gamedev for that rockstar element, i'll use this opportunity to urge you to reconsider XD

anyway, back in basement reality: already pretty excited about how this Shoreline region is looking



detail: https://i.imgur.com/OP5RsPs.png





   jamesprimate on June 18, 2015, 11:33:00 AM:

sorry, neither of us are there so we dont even know! there is supposed to be some sort of gamespot stream preview today too, but i dont have links for it yet Tongue
Here it is
Gamespot preview




Was he making some of the stuff up? I don't remember reading anything about breeding in this thread (although that would be totally rad to have).

And he killed lantern mouse and called it a spider. Sad

LOL, probably yes to both *sigh*. Or rather probably more a case of me briefly describing things on a noisy Skype call a few days, and then having a person need to fill 10 minutes of time live on air without much preparation. It's hard enough to do when you've been developing the game for 4 years! Certainly not happy with it, but at the same time it's not entirely unexpected either. The game is huge and unwieldy, so this is what we get for not presenting it ourselves this time. Anyway, a good lesson to learn. It won't happen again!





   jamesprimate on June 18, 2015, 03:21:21 PM:

I'm going to assume that since there's going to be an entire water-focused region, you guys probably have some ideas for aquatic life beyond just leeches...

Indeed! Joar has some really cool stuff cooking, so I won't spoil it. High expectations for this region!





   jamesprimate on June 18, 2015, 03:59:15 PM:

oh, yeah secrets for sure, but dont worry he'll definitely be showing off some of the fun stuff here too. i just meant i didnt want to steal his thunder for when he post progress some fishy creature progress in the next day or so :D





   jamesprimate on June 19, 2015, 01:26:04 PM:

ewwwwwwww these are all really good suggestions. nothing elicits that surge of primal fear like large weird things moving around underwater  Waaagh!


"RUN, SLUGCAT! RUN AS FAST AS YOUR SLITHERY, FURRY SLUG BODY WILL TAKE YOU!"
 http://killscreendaily.com/articles/latest-gifs-adorable-rain-world-confirm-there-death-rain/


im super excited that this little update is getting so much attention. when youre in the trenches its pretty hard to see how much progress is being made, but the reaction to this update and vid has been so encouraging. its just what we needed as we head into this next grind  Toast Right





   JLJac on June 20, 2015, 12:06:40 PM:

Update 439

I'm working on a new creature, a fish! Not a backer creature this time, but as none of the backer creatures were aquatic we felt we really needed to go outside the list with this one. It's a quick swimmer and it hunts by bumping into its prey knocking the air out of its lungs and keeping it below the surface until it drowns. You will be able to grab it and use it similarly to the cicada and lantern mouse, I'll show you some gifs once I have a little bit of skin going for it.

Aside from that I started on a fog shader for the new region:



It's quite tricky because I want to create the impression of depth, while at the same time keeping the color count (or the perceived color count) somewhat under control. Still needs a bit of tuning for sure!





   jamesprimate on June 21, 2015, 05:49:44 AM (Last Edit: June 21, 2015, 07:36:29 AM):

Thanks for sticking up for us! In this instance I think it was just the gamespot crew having the whole timeslot labeled as "adult swim games" rather than any nefarious intent. That stuff gets crazy hectic!

in other news, been working on some HUGE rooms concepts for shoreline region. was legitimately concerned my computer would catch fire and explode, but so far so good! here is a screen from a mysterious island, with fancy new fog shader and everything:


detail: https://i.imgur.com/fSBLpLE.png





   JLJac on June 21, 2015, 12:28:35 PM:

Update 440

The waves looked a bit mechanical, so today I added the ability to add "rollback" waves, ie a smaller wave pattern moving in the opposite direction as the main wave pattern. I think it looks a bit better.

Also I've started skinning the new creature. James and I call this critter "Jet Fish" and its specialty is fast swimming. What the head will look like I'm still sketching on, but I've started on the lower part used for locomotion.



The creature has two strong tadpole-like tails that work together to create an even forward thrust in the water. It's important to the feeling I'm going for that the speed is even, and these two spiraling tails seem to create a plausible constant swimming motion. When jumping out of the water the creature uses water stored in its body to propel itself upward with a jet, and the two tails are just flexing, probably their muscles help squeezing the water out somehow.

The actual water coming out should probably look nicer than this, just not sure how to do it. Perhaps a similar technique to the smoke.

For the upper body I'm not sure yet, I think it's going to have some pectoral fins as the two tails seem to be way better at pushing forward than they would be at any actual steering.





   JLJac on June 22, 2015, 04:51:36 AM:

@Christian haha don't worry, there will be something that can eat you all by itself as well!

@adge, yep, correct! That's how I do tentacles etc, but not everything is triangle meshes. Quite a lot is also hand drawn 1-bit sprites that are rotated and stretched etc, and there is a bit of traditional animation in there as well - for example I might do a bunch of frames for a creature showing it rotated around its own axis, and then I combine that with actually rotating the sprite in code to get a 2-axis rotation. As for the engine, Unity's render pipeline and input are used, but the main loop, the game architecture (what is a room, what is terrain, etc etc) and all the object classes are my own.

@hypedupdawg, the waves are just a sine wave that's applied on top of the physics simulation :S

@Crispy75 haha let's be done before that!

Update 441

Jet fish coming along! Still no pectoral fins, but a body and some eyes. Also they sprout whiskers like carp, which are individualized. Now it looks like a tadpole/carp/squid/prawn - I'm always happy when a creature takes on a style of its own and sort of leaves its real-life inspirations behind.



The eyes switch between underwater mode and air mode - under water they're big with a large pupil, up in the air they become like small amphibian eyes:






   JLJac on June 22, 2015, 12:55:41 PM:

Lol you guys hold me to high standards  Cheesy Thanks for pushing through until it's good though, instead of just accepting any old animation I throw at you!



I sort of agree with this, I'm looking into solutions for making it more like that. I think making the first tail segments very rigid and then have it taper off might achieve something like it.

For the poop propulsion and general grossness, that was actually sort of what I was going for...