AuthorTopic: Slime:Evo devlog  (Read 5636 times)

Offline falcon167

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Slime:Evo devlog

on: April 23, 2018, 05:30:09 pm
Hi, I'm Falcon. I am the author of the amazon best-selling series The Slime Dungeon and head of development for the game Slime:Evo based on the main monster of my game.

I've been working on the game since January, but only have gotten more serious in March and April. Pixelation has allowed me to find some very talented artists to work with, and I'm proud to start this log of our progress.

Game Plot:
  You are a slime. Your brethren have all been captured or killed by enemy monsters. Defeat, devour, and evolve your way through the various worlds to rescue any survivors and take vengeance on them.

Game mechanics:
  Choose how you want to play. As a slime, you adapt and evolve based on what you eat. Become a fire slime and continue down it's path to stronger versions, or add in the grey slime for bludgeoning power. Each evolution will unlock a new ability that you can choose to switch out with your current line up; never play the same way twice!



Goal:
  T0 have a playable demo ready for a Kick-starter campaign this September, 2018.

For the moment, that's the dream anyway.

Latest: https://www.youtube.com/watch?v=uWcnGCUKeoE

Every week or two, I make a short video of the game's progress and upload it to my youtube channel. Thanks to my small team of talent, the art style has been more or less balanced back together. Mechanically, almost everything a demo should have is complete as well.

I'll likely be updating this devlog everytime I upload a video, so stick around and enjoy the journey with me!

Offline falcon167

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Re: Slime:Evo devlog

Reply #1 on: April 26, 2018, 02:25:51 am

Got the animated waterfall tiles working. Looks nice
« Last Edit: April 26, 2018, 02:27:58 am by falcon167 »

Offline falcon167

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Re: Slime:Evo devlog

Reply #2 on: April 27, 2018, 01:31:01 am

Sorry it's a link, but I can't post vids directly :p
Alright, I don't want to force download anything, so I'll just go with youtube.

https://youtu.be/Drou_GQE2S4

Here is the newly completed waterfall room featuring those beautiful animated waterfall tiles.
« Last Edit: April 27, 2018, 02:33:21 am by falcon167 »

Offline falcon167

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Re: Slime:Evo devlog

Reply #3 on: May 07, 2018, 03:05:13 am
https://youtu.be/9qwhk52ds_o
And here we have the latest video update. Lots of cool visuals here, including the first glimpse of the mini-boss I have planned.

Beyond that, here are some more images both concept and reality.






Offline falcon167

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Re: Slime:Evo devlog

Reply #4 on: May 16, 2018, 12:10:04 am
Hey guys, Falcon here.

Alright, we've got some new art work for areas and new concept art too.






So, ingame, there won't be any cutscenes of dialogue. Rather, there will be comic panel style cutscenes that tell the story through images.
Here's the first one for instance, for the opening game. Not final mind you, but certainly good for the demo.



So, here's also some musci for the twinkling caves part of the game. Let me know what you think.
https://www.youtube.com/watch?v=ihoj95OUDkU

Offline falcon167

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Re: Slime:Evo devlog

Reply #5 on: June 04, 2018, 11:54:46 pm
Vid Update
https://www.youtube.com/watch?v=CkBnPEt-ddU

Music update
https://www.youtube.com/watch?v=j5OOlg5rXbg

Alright guys, it's time for another devlog update. As you can see above, The entrance into the undead area has been completed for the alpha. You can see the sleeping boss, the undead town, which has the best parralax effect so far, and the sewers leading into the castle.
Now, something not in the video that I've done is create the proper torches like so

In game, it possess the same lighting effect as the slime mc. In the future, I'd like to get the light effect moving with the flame, as well as a slight hazy effect just above it.

Here are a few more rooms from the castle:






Finally, here is some concept art for the other elemental slime evolutions:








As the project moves ahead, I find myself entering the level design and more advanced programming issues. Still, art wise, the project is ahead of schedule for a Kickstarter release. Hope you guys are enjoying this too.

Offline eishiya

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Re: Slime:Evo devlog

Reply #6 on: June 05, 2018, 02:17:37 am
It's hard to tell with the images so small and blurry, but the rooms look dull (no sense of atmosphere or lighting), and the top and bottom ones look very busy (too much contrast in the background, poor background/foreground separation). The dullness is a problem in the areas you posted earlier, too. It all feels very grey and boring. If your goal is to create a dull and dreary atmosphere, you can do that without making the art itself dull and dreary, through low contrast and cool colours.
« Last Edit: June 05, 2018, 02:19:41 am by eishiya »

Offline falcon167

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Re: Slime:Evo devlog

Reply #7 on: June 05, 2018, 01:55:42 pm
Ahem, "Ah hero of candor, I've been expecting you"

Putting aside the sample pics aside from just being samples made without consideration,
I'm curious to understand what you see as a better form. You say dull, but since I'm going for an undead, falling apart castle, is dull not a good word to use?

I admit I'm not a color person when it comes to art, so what do you mean by low contrast and cool colors?
Appreciate the feedback

Offline eishiya

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Re: Slime:Evo devlog

Reply #8 on: June 05, 2018, 03:43:37 pm
When thinking about the tone you want to convey, don't stop at the first thing you think of, expand on it. What do you mean when you think the place should be "dull"? I'm guessing you don't mean "boring", but something else - desolate, dreary, ruined, empty, melancholy, etc. As I mentioned in my post, you can communicate those without being boring.
Don't stop at adjectives, either. What colours and shapes do you associate with those adjectives? What in the scene could produce those colours and shapes? When thinking about the colours and light, you need to balance plausibility (what light sources and objects make sense in this scene, etc) with artistic needs (what colours and composition would be most effective, etc).

Low contrast: small difference between the colours.
Colour consists of three components: hue (green, red, orange, aquamarine, violet, etc), saturation (how intense the colour is; the lower the saturation, the greyer the colour), and value/brightness (how light or dark the colour is). Contrast is the difference between colours in any of these components.
In your case, the value contrast is the bigger contributor to making the scenes look very busy, there's too much difference between the darks and lights of unimportant elements.

Cool colours: colours are commonly split into groups of "warm" and "cool" colours. Red, orange, yellow, yellow-greens, red-violet are usually considered warm, while blue, blue-green, blue-violet are considered "cool". As the names suggest, these colours suggest physical temperature, but they're also associated with different feelings, especially when combined with saturation. Warm environments usually feel welcoming, while cool environments often feel foreboding or melancholy. Of course, there's a huge range of tone/feeling you can communicate with colour, it's not just a simple spectrum between welcoming and unwelcoming.


Although lower-saturation ("duller") colours help create a feeling of abandonment, dreariness, melancholy, etc, you usually shouldn't go completely grey (0 saturation), because grey has no hue, so you're missing out on subtle mood cues by using it. Having even just a little bit of hue in your "greys" helps a lot. Plus, in real life, objects are almost never pure grey, even "grey" ones.


If you're willing to post a 1:1 image of one of your scenes, I could try to do an edit to show you what I mean more clearly.

Offline falcon167

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Re: Slime:Evo devlog

Reply #9 on: June 06, 2018, 02:11:45 am

Well, I'll do my best, but honestly someone else made this. Best I can do is take a screenshot; but let's see if this works.





this work?