Dashkin Development

Saving the World

Tag: art

Dashkin states

Posted on April 14, 2017  in Art Updates

The past few weeks have seen steady progress in both technical and art sides of the project.

Completed tasks

In preparation for the prototype, I’ve been making rough assets, including fatsack and Bitey animation. Not only is a lot of animation layer/node organisation required, but designing that organisation – that is, deciding how best to lay things out so it’s readable/usable – took half a day and still evolves with use. In the image below, there are two main sections. Leftstates that happen on the spotRight: states that happen at speed. The red areas below those contain finished states, the states in progress are in the centre.

state nodes

Except for the top two, each red block contains several individual animation states. Each state consists of a 5 main nodes. At the top of each is the animation itself – a grouped hierarchy of embedded layers, including separate head, eyes, arms, deformer curves and collision rigging. Underneath that main group are two composite nodes and two display nodes. These are for working and exporting, respectively. In this screenshot, there are almost 50 states. I would estimate there’s at least another 50 to do. It’s also worth noting that this is only Bitey’s animation. This will need do be done for every creature and character in the game.

Current tasks

As anyone who watched my Twitch streams would know, I initially found it frustrating to rig fatsack and Bitey, struggling along slowly adding collision shapes to each state. Additionally, due to the frame-by-frame nature of this game, many animated states require splitting into various sub-states.

For example, the jump animation consists of 5 sub-states: spring, rise, hang, fall, land (see below). Having these all separate on their own layers (instead of all together in one sequence) makes it difficult for me to see the animation working as a whole action. It’s something I can get used to over time and I’ve developed a workflow but it hasn’t come easily. That said, this is the first character (the main player character no less) and once these initial teething problems iron themselves out and things will move more smoothly for the other creatures.

Upcoming tasks

Rough animation is a very fast process for me and most of what you see above was animated in a couple of days. There’s plenty more to come yet so if you’re interested in seeing it take shape, you can find me working live most weekends on my Twitch channel. Once Bitey is done, I’ll be creating some very rough collision and terrain assets and looking further ahead, more creature animation.

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Tag: art

This is no joke

Posted on March 31, 2017  in Art Updates

Here we are! A few weeks ago on 12th March I announced live on my Twitch channel that Dashkin, a new game from the ground up, is in full time development. This neatly coincided with me landing a partnership with Twitch so they gave me some front-page time for the announcement which was a huge boost for us. Dashkin developer Kirk Sexton (ambientenergy101) was in the chat answering questions while I demonstrated our tools and process. He’s also the guy who set up all the sites here so he’s behind the scenes making everything work. You’ll see him around the place answering technical questions but we’re also compiling a FAQ on the Wiki.

 

current tasks

The week after announcement, I continued my work on story, which I’ve split into five acts. By the time you read this I hope to be finalising Act 4. It has certainly been a challenge; telling story through game play is very limiting and games often use cut scenes to help drive the story forward. I need to avoid too many story-based cut scenes though, partly because it slows the game down (not good when our game has a “high speed” theme) but also because animation is a lot of work and I doubt I’ll have time to animate more than a minute or two of cinematics for this project.

upcoming tasks

I’ve also been working on rigging up sprites with collision geometry and exporting sprite normals from Harmony. This makes all my 2D animation ready to import into Unreal as flipbooks. So in this weekend’s streams I’ll be doing more animation and testing some stuff in Unreal. Drop in and say hi!

Sprite lighting with normal map generated in Harmony

completed tasks

This past week was our websites week, with this blog and community sites. Kirk set everything up, I’m still working on customisations. So come check it all out! Join the forum, customise your profile, click around, explore, find broken things, ask questions, request features and tell your friends. We’ll be posting weekly updates from here on in and making any big announcements here first.

 

 

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