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Games Clive 'N' Wrench - 3D Action Platformer

Discussion in 'Works In Progress - Archive' started by ClassicGameJunkie, Feb 20, 2014.

  1. richardh

    richardh

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    This is looking really good. Well done for coming up with and producing something that is quite clearly outstanding work.

    well done.
     
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  2. zenGarden

    zenGarden

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    The new animations are fluid .detailled and cartoony , it looks like pro work this time ;)
    How did you done those cartoon animations ? bones or deformation shapes ?
    The new levels looks good however the lava level lacks variety because there is only rocks, you should bring small structures,ladders, ruins or ancient temples ... some unique touches making it more interesting.
     
  3. ClassicGameJunkie

    ClassicGameJunkie

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    Thanks richardh!

    Glad you think so zenGarden. The animations are a blend of bones and morph targets. It makes keyframing a bitch at times, but well worth the effort!

    The lava section was more of a proof of concept deal, it's actually part of our medieval level "Middle Age Crisis", so expect plenty of period specific set pieces and props!
     
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  4. ClassicGameJunkie

    ClassicGameJunkie

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    I've been working a lot on creating consistent looking worlds, with an aesthetic that feels more "lived in" as opposed to mathematical (if that makes sense), here's a quick look at the town center of the medieval level "Middle Age Crisis".

     
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  5. terras1gneus

    terras1gneus

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    jesus, I wish I could find artists, programmers and animators like you! you wouldn't happen to be available would you xD
     
  6. ClassicGameJunkie

    ClassicGameJunkie

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    Wow! well thanks for the kind words! But I'm afraid I've got my hands too full to be doing anything else that the moment!
     
  7. ClassicGameJunkie

    ClassicGameJunkie

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    Still plugging away! I've been playing some AC Syndicate this weekend, and it got me in the mood for Victorian London; so I've got back to work on Clive's "Great Wen" level!

    I'm focusing a lot on lighting and atmosphere as it's paramount to sell that classic gloomy London look. From linear fog, to some drifting particle effects and even dynamic rain this level feels rather nice to run around already!


     
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  8. zenGarden

    zenGarden

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    About the lightening , i looks flat , some brighter moonlight and contrast could help perhap.
    Some example www.youtube.com/watch?v=3_CHADmlWGo
    Keep working on it, it looks really good.
     
  9. ClassicGameJunkie

    ClassicGameJunkie

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    Sure, it's all a work in progress, appreciate the criticism!

    I've been working more on atmosphere, a slight green tint seems to really help with the smoggy London look (cue Kate Moss). Here's a shot of the level's enterable Museum!

     
  10. ClassicGameJunkie

    ClassicGameJunkie

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    I reckon it's about time we had a video update! So here's a peak at the Great Wen as well as a few other gameplay tweaks!

    [video]
     
  11. zenGarden

    zenGarden

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    Great progress ,the game looks gorgeous.
    Keep up the good work :)
     
  12. ClassicGameJunkie

    ClassicGameJunkie

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    Thanks zenGarden!

    Whilst I'm here; I'm still working on The Great Wen. I've started work on the interior of the Unnatural History Museum, complete with probably dead dinosaurs and patrolling "Walrozzer" guards. The guards allow me to introduce some simple stealth elements, helping to add variety to the gameplay. They can detect both when you get close enough to be heard, or if you enter their lantern's light!



    Additionally the Museum leads to a secret entrance to London's sewer system. The section of it below consists of a cylindrical room with a fixed camera in the centre. This allows for some intricate platforming around the room whilst the camera tracks your movement. Because there's a certain amount of smoothing to it, you end up with a very natural feeling setup. And again, it allows for some interesting gameplay elements!



    Overall though I've been tweaking the lighting and atmosphere for the level. I think I'm getting closer to the final look of the level now.
     
  13. zenGarden

    zenGarden

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    Your levels are too much bland, they lack lightening (torches , fire camp ...) to bring back colors and keep a good contrast increasing level interest.

    Some example with night level, but with lights and general lightening and filter coloring is lot more vivid less fllatten.




    A good cartoon platformer must not have the same mood and lightening as realistic games.
     
  14. ClassicGameJunkie

    ClassicGameJunkie

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    You're definitely right, the screenshots being posted are still work in progress. I think I may be leaning a little too realistic at the moment as you seem to be eluding to.

    I will continue to experiment and post my results!
     
  15. zenGarden

    zenGarden

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    I found also one texture you are re using a lot that is too much detailled and it has a realistic look that is not blending well in your level


    Scaling up the UV texture to have bigger bricks or remake could help.
    You could re use the same scaling as in the museum walls textures


    Cartoony is lot of exageration in texture, or big shapes and deformations.
     
  16. ClassicGameJunkie

    ClassicGameJunkie

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    I think there may be a little dissonance here, it's definitely a balance but art style wise I'm going more for a Pixar style than a Sly Cooper one. So not realistic, but not simple cartoony either.
     
  17. zenGarden

    zenGarden

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    Cartoon patterns and detailled materials.
    Do you plan some new demo sooon ?
     
  18. ClassicGameJunkie

    ClassicGameJunkie

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    For sure. As for a demo, I'd really like to have one up sometime early next year, but if I do I've gotta make sure it's not as rushed as the last one!
     
  19. ClassicGameJunkie

    ClassicGameJunkie

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    It's been a busy week! We've finally announced our last main character, Olga Chestycough.


    Artwork - Luigi Lucarelli

    Hailing from Mother Moschoof she leads Dr Daucus' army, as well as acting as his personal bodyguard!

    Her regular workout routine includes bench pressing a bull and pulling double-decker buses with her ears. Thanks to the replacement bionic hand built by Dr D, she's stronger than the average bear... well err, rabbit!

    I've also finally started work on our ancient Egyptian level, Tempus Tomb. In an effort to make each level feel unique and interesting, this one in contrast to the Victorian is bright and full of colour. Set in the middle of the Egyptian desert in the year 1352 bc, you'll be able to explore the streets and tombs within.



    There's a fair few technical additions to this level too, firstly Clive's ears are mostly inside his new helmet, but the tips are sticking out of the top and have dynamic bone physics to help keep his fluidness. The second part is footprints, as you move through sandy areas you will leave imprints and clouds of sand in your wake, really helping the sand feel less like a solid object and more like particles; not quite on the level of Journey though!
     
  20. zenGarden

    zenGarden

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    It look gorgeous.
    I hope you will make lot of platforming with dangeroous traps and ennemies.
     
  21. ClassicGameJunkie

    ClassicGameJunkie

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    Glad you like it, yes there are plenty of plans for that type of varied gameplay.

    The level itself will focus inside the city of Tempus and it's surrounding desert. Tempus Temple serves as the centre, surrounded by a gorilla based god. The decision has also been made that the main inhabitants of Ancient Egypt will be simians!



     
  22. zenGarden

    zenGarden

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    The temple is beautifull.
    Do you plan some little more open areas in the desert where we could drive some vehicle or animal ?
    There was phases in Banjoe game where we could control some golem will you try that idea ?
     
  23. ClassicGameJunkie

    ClassicGameJunkie

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    Thanks!
    There will certainly be a hidden area or two dotted around the place, but I want to avoid people getting lost in barren areas.

    I do love the idea of additional playable characters or vehicles, but realistically in order to actually finish development I have to reign in those extra additions. Perhaps the ideas will be used in Clive 2 :p
     
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  24. FyreDogStudios

    FyreDogStudios

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    Only just found this today, looks amazing! Good luck with the rest of development!
     
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  25. Huknar

    Huknar

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    Noticing a particular MediEvilness to your London/museum level. ;)
     
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  26. ClassicGameJunkie

    ClassicGameJunkie

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    Thanks FyreDogStudios! I can't possible imagine what you mean Huknar :p

    Time for a proper video update; if a picture speaks a thousand words, a video must speak more, right? This time showing off new moves, overall bug-fixing, polishing of animation, tightening of swimming mechanics, improved enemy AI and more!



    Plus a screenshot!

     
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  27. zenGarden

    zenGarden

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    What means open ended platforming ? i never heard this term.

    The game is lacking more content if i had to play it :
    - We only see one type of ennemy : Where are the skelettons , mommies , lynx dog, vulture birds, old egypt mechanisms like Turret or mechanisms working with sun energy ?
    - There is no NPC to talk or give you mission or hints (Mario 64) ?
    - There is no traps , or dangerous zones ? or it is planned for others Egypt levels ?
    - The level looks small or is the video ony showing some parts ? will you plan entrances where we can enter , than it loads a new level ? (like Banjoe Kazooie sub levels ).
    - what is the purpose of water level ? it looks uninteresting to swim with no coins or no entrance to a sub level, or no ennemies like piranha fishes, or octopus firing at you.

    That's said perhaps it is your intention to keep the platforming light and easy.
    The game is gorgeous, the quality is like made by a big studio, keep the great work.
     
  28. ClassicGameJunkie

    ClassicGameJunkie

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    Ah okay, well what I mean is the main part of the level is a large open area to run around, as opposed to something linear. So there's rarely one way of getting somewhere, which should hopefully encourage creative thinking.

    A lot of the points you make are valid, most of which are planned! The video itself is only showing part of an unfinished level. There will indeed be sub areas, tombs, temples etc.

    Apologies if I didn't communicate how unfinished the level is in the video! Rest assured there's plenty more things to do underway!

    It's really nice to hear you're liking the direction though :)
     
  29. zenGarden

    zenGarden

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    I just asked, because i don't know if you are making a "light easy "platforming like Mario Sunshine or something a little harder like WIIU 3D Mario World in terms of content and difficulty.

    That's great to have sub levels if it is possible.

    No, it is me pointing things on your Alpha phase of your level that is just a wip and not finished.

    The graphics are really good, keep it up.
     
  30. ClassicGameJunkie

    ClassicGameJunkie

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    Excellent, well I most definitely appreciate the feedback!

    As far as the platforming, certainly think more Mario Sunshine than 3D World for the exteriors. In and effort to keep the variety to a good level, the interiors such as tombs would be more difficult.
     
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  31. ClassicGameJunkie

    ClassicGameJunkie

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    For the last couple of weeks I've been working on a newer level "Cajun Mob Bog". Set in a 1930's bayou, home to the mafia it sees our heroes venture around the swamp itself and even inside some of the mob's hangouts (including their Casino). The idea with this was to create something unique, and successfully try to mix two very distinct themes.

    So far I think it's turning out pretty nicely!





    Plus I also recently took part in a Q&A as part of "Made With Unity"
    http://madewith.unity.com/stories/blast-past
     
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  32. ClassicGameJunkie

    ClassicGameJunkie

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    The last couple of weeks have gone into some further work on Cajun Mob Bog, but also some work hopping back into Middle Age Crisis. Our titular duo's moveset has had further tweaking including the addition of a flip animation for their second jump. This both helps them feel more fluid, but also allows some good player feedback with regard to whether you have jumped once or twice.

    This video should help explain this in further detail


    As for Middle Age Crisis, I've changed the setting from night to early morning and have been working to create more interesting atmosphere. This includes things like a more detailed an fantastical skybox as well as roaming creatures (crows, flies, chickens etc). It's amazing how a few random elements can really help a level feel "alive"


     
  33. zenGarden

    zenGarden

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    Well done :), Microsoft should hire you or you should make a Studio like Playtonic.The castel textures are really nice, and i like the the wildlife detail in the swamp level. Do you plan some mini games or some more ennemies on the swamp level, because it looks like it lacks some activities or places of interest in it's Beta state ?
    Keep up the good work.
     
  34. ClassicGameJunkie

    ClassicGameJunkie

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    Haha, If I had the money a small studio like Playtonic would be a dream come true! Minigames are planned for every level, I understand what you're saying about the lack of tasks - but rest assured they are an integral part of the plan!

    The last couple of weeks have been spent refining and building upon Middle Age Crisis. The castle is now nearing completion, the outlying area is getting there and the world is more alive than ever!

    I've also been constantly tweaking the lighting, skybox etc to help sell that early morning vibe.



     
  35. zenGarden

    zenGarden

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    You already accomplished a lot and polished, this looks Pro. When your game will be available , i am sure some company guys will contact you for some next work or some opportunities.
    You gained lot of skills, specially great animation for characters.

    The castle looks very clean and good, i know it is a work in progress so i don't need to point that the castle will need some points of interest like some sub level entrances, coins to collect on area difficult to reach or some npc to talk with that could give you some quest to gain some coins.
    About the lightening i find it kinda strange or it is the castle color that is not grey ?
    About the trees give them more love and more polygons, they look like PSX trees as we see the obvious polygons.
    Keep up the great work.
     
  36. Razputin

    Razputin

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    You've improved everything so much! Dammmmmmmn <3
     
  37. ClassicGameJunkie

    ClassicGameJunkie

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    Thanks zen, for both the compliment and the feedback! And thanks Razputin too!

    I do hope that Yooka and Clive don't end up clashing, I think they're shaping up to be different enough to be enjoyable independently. And as you say, he does indeed use Wrench as a means of flight!

    The last few weeks have been spent finishing the puzzling section that is the castle's dungeon. In which you must break your way out of a prison cell! It's certainly the most complex series of challenges I've created so far, but I hope it'll feel pretty rewarding to someone once they've figured it out! (And I may have been playing a little too much Twilight Princess HD lately...)







    And over the bank holiday weekend I started to work on the only remaining "untouched" level - Ancient Greece Trap. Set as you may guess in Ancient Greece, you see Clive adorned with a Spartan style helmet and cape! This era should be a really interesting one to explore, and allow for some nice twists on popular myths!





     
  38. zenGarden

    zenGarden

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    Nice progress, i like the new trees.
     
  39. Razputin

    Razputin

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    Wheres the march update :D I love those vids!
     
  40. ClassicGameJunkie

    ClassicGameJunkie

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    Whoops, looks like I missed an update! Regardless here we are...

    Over the last few weeks I've been mostly focusing on "Ancient Greece Trap". Investing time in both the aesthetics, some more grounded and interesting platforming challenges and last but not least - interactive NPC's!





     
  41. zenGarden

    zenGarden

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    The level design is gorgeous , the trees are good and the lightening is good, congratz.

    What lightening do you use ? Deffered or Linear ? An what are Unity shaders you use fro the levels ?

    I noticed ennemies doesn't drop any loot like coins for example, perhaps they will lack interest in smashing them ?
    Do you plan some shop for additionnal clothes or skin or some upgrades, what is the purpose of collectibles ?
    Do you plan some boss level and mid level boss also ? For example some arena of skelettons for mid boss and some big minotaur we should escape or fight as boss.
    Will it be additionnal bonus stage levels ? like air plane shooting, magic carpet riding or anything else ?
    How many different levels do you plan for the entire game ? Do you have some new demo planned ?
     
  42. ClassicGameJunkie

    ClassicGameJunkie

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    Thanks, glad you think so!

    Bog standard linear directional lights - but mixed with plenty of vertex painting to help give depth and ground objects. Shaders (besides fur) are standard diffuse.

    The enemies have a chance of dropping cake (health), but perhaps that percentage needs turning up!

    No plans for outfit shopping as they are specific to allow Clive to blend in to each era. Collectables work as follows:

    Watches - Unlock hub world doors, allowing access to "foyer" areas for each era and it's boss.
    Keys - Unlock safes, boxes, chests etc which contain a stone on each level
    Stones - Unlock boss rooms, which in turn allow new era's to be opened up (each boss possess and "out of time" object that must be recovered to allow the link.
    Carrot Cake - Health

    There will indeed be a Minotaur, in the maze area behind a large mansionette. There will also be a run in with Hades atop the volcano!

    Bonus levels like that will work as boss mechanics - for example you fight Olga chasing her through time inside a WW2 Spitfire.

    10 levels are planned (including the hub), and I would like to have a demo up at some point but at the moment have no fixed date.
     
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  43. zenGarden

    zenGarden

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    No plan for some new game + that unlocks extra clothes and additionnal difficulty ?
     
  44. ClassicGameJunkie

    ClassicGameJunkie

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    A slight possibility, but at the moment I can't divert attention from the core!
     
  45. zenGarden

    zenGarden

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    You are right, Mario Sunshine game doesn't need extra features.
     
  46. ClassicGameJunkie

    ClassicGameJunkie

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    The last week or so has been a change of gear, again to avoid myself getting worn out and losing creativity. So I'm back to majorly overhauling the old west level, The Chimp, The Bag & The Bunny!

    The last few months have taught be that due to Clive's versatility and jump distance, building levels that incline works very well, and helps avoid long stretches of nothing. Plus there's the added bonus that once you get to the top, finding your way back to the beginning is fairly easy. This western level is no different, as of yet though only the top most parts are built and I'm still blocking out the "Mar Town" centrepiece.



     
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  47. zenGarden

    zenGarden

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    You make great level design , simple but detailled, very readable.
    Still where are the ennemies :D ?
     
  48. SullyTheStrange

    SullyTheStrange

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    Awesome work, man, it's great watching this get more and more fleshed out! Keep it up!
     
  49. ClassicGameJunkie

    ClassicGameJunkie

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    Thanks zen & Sully, they are at least somewhat present now! Here's the gameplay video from The Chimp, The Bag & the Bunny!



    The last couple of weeks have been spent remaking the old level "A Grave Mistake". Taking heavy inspiration from films like The Nightmare Before Christmas and games like MediEvil. As the level is set at night, I can accent blue tinted areas with nicely contrasting pumpkins. The atmosphere feels like it's getting there now!



     
  50. zenGarden

    zenGarden

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    Why don't you use emissive materials for night levels ? they looks lot better than point lights for such objects. You can gain performance using them combined with some plain alpha light texture, it will look as good as a real time light.
    Anyway great work so far :)