I’ve just been bombarding you constantly with nothing more that pictures, have I… I promise to give you more substantial blog posts once I’m done with DaR, but for the time being I hope you enjoy these screenshots.
I’m finally seeing the end of the tunnel, which feels great, but there’s still a lot of important areas I need to work on (like audio). I did take a moment to assess exactly how much work was left though, and sadly it seems I won’t meet my (self-imposed) deadline. It’s not that bad though, since it’ll just take around a week or two more than I thought, so I’m still going for an early January release.
Continue reading “Dreams and Reality Screenshot Saturday #4”
It’s been a while once again, hasn’t it? I’ve decided to switch to a less frequent posting schedule for now, so don’t expect much more than a devblog a month or so. The good thing though is that this means that I have more to talk about each devblog. Let’s get started then!
A couple of months ago, I talked about the Fountain of Life, a central element in Life’s Impetus. It’s so important that I’ve even spent almost a month working on it… but it was worth it (I think). In this devblog, I’ll be focusing on the process behind creating the art asset now, so if you wanna know a bit more about the lore behind the Fountain of Life I recommend you to check out this devblog.
Creating the Fountain
Continue reading “Life’s Impetus Devblog #12 – Inception of the Fountain”
Hey! Since I don’t have much to say about what I’m currently working on (I will for the next devblog, though!), this weekend I’ll be talking about my story writing process, which is divided into 3 phases (in case you couldn’t guess from the title).
Continue reading “Life’s Impetus Devblog #11 – My Three Phases for Writing a Story”
Before Life’s Impetus was called “Life’s Impetus”, it was called Fountain of Life.
I changed it for many reasons, but the Fountain of Life is still an important element of the game. In this devblog, I’ll be talking about what makes this fountain so important, and the difficulties I’ll face in making it.
Continue reading “Life’s Impetus Devblog #10 – The Fountain of Life”
I’ve mentioned it a few times before, but I’ve never really got into the details of the process behind animation in Life’s Impetus. It’s what I’ve been working on for this past week, so now’s a good time to talk about! Besides describing the nitty-gritty stuff, I’ll be showing a lot of in-process pictures.
Art of Movement
Before I can get into the actual description, I need to define the main technique on which my process is based: rotoscoping. I’ve used this comparison too many times, but it works; rotoscoping is basically the 2D equivalent of mocap. You record the action you want to animate, and then print and trace it. My process is not exactly the same though, so let’s start with the explanation!
Continue reading “Life’s Impetus Devblog #9 – Achieving Animation”