Category: Art


Next Steps of the Cover Artwork

Taking in the feedback from the team, I worked on new versions of the Cover artwork (of which I posted the first steps last week).

The crew liked the general idea of the zig-zag pattern. But the idea of tumbling objects got a bit lost in the latest sketch. So here I’ve made it central, and removed the enemy – so that the composition stays simple.

Good progress – but I wasn’t quite quite happy. And the team wanted to keep the alien, as it hints at an interesting story. So here is another version… though the composition is narrowing down.
This drawing is cleaner, so I can use it as base for working digitally on it.

Next I made a blockout, so I have a better feeling for the brightness-values that the image will use.

And finally I added some colors. Some things I just keep in mind for now – for example that the explosions will blend better with the background in the final version. But it gives a good preview. The detailing can begin.

Caromble! Cover Art Is Coming

This will be an important part of our Greenlight launch, so I have to get this right. Here are some first sketches I did for the cover art – of which I will use elements for the various images in the Steam store.

Quite a lot of elements to get in there. I have the paddle shooting the ball straight at some objects. Lots of explosions of course. And the nemesis wailing about.

In a second sketch I tried to highlight the specific game elements more: The ball bounces around, and aims finally at the enemy as central figure. The scale comes across a bit better – and I think it’s overall nicer to look at.

More work is to be done on these concepts – I’ll update next week with the progress.

Sweating the Small Stuff

As we’re in the final mile of the project, there are quite a lot of little details that need polishing. Not the most fun work – but gotta be done. Girders and metal bars are used all over the game, and used still some early test textures without final effects like normal maps. So now I redid all of them, fixed all errors – and brushed them up to the style of the other objects. That will also help to make the game look consistent.

girders 3d

Supports and girders

And menu stuff – little navigation arrows and medals for the achievements.

Menu Icons

More Icons – including achievement medals

And the endboss you will meet every chapter got updated – we’re still tweaking the gameplay. Beware: He can now shoot back!

alien mesh

The “alien” – got a new home.. and weapons.

Level Iterations

In our previous posts we talked a lot about juice. But in those posts, we mainly focused on main gameplay events and objects. As you might know, we more or less have all our levels finished. The gameplay stands, but the levels are all pretty rough around the edges.
We’re currently iterating over the first few levels. With each iteration, the gameplay is tweaked a little more and the graphics and lighting are made more coherent.

To give a few examples, check out the screenshots:

javaw 2014-10-07 21-47-16-07 javaw 2014-10-07 21-24-16-84

javaw 2014-10-07 21-32-11-52 javaw 2014-10-07 22-00-20-32

PS: We know we’ve been a bit silent on the blog lately… but believe me, it’s the calm before the storm!

Making Sparks with Caromble! Engine

A couple of weeks ago Thomas Schmall posted an article about the new particle systems he was working on. I finally got around implementing the last system, the spark particles.

I would like to show you two ways we can use this particle system, and give a brief insight in how the Caromble! Editor can be used to place and tweak it.

The first way of using the system is to emulate sparks generated by something like welding. They spray out in a coherent beam.

timer

Timer trigger that triggers every 2-5 seconds and send the trigger to a particle system

This effect works best if the sparks aren’t spawned all the time, so I’ve used a timer to spawn a spray of  particles every couple of seconds. In the screenshot to the right you see this timer. I’ve set it to send an event every 2-5 seconds.

Now we just need to place the actual spark particle system itself, and fiddle with the parameters a bit to get the effect we want.

I’ve included a screenshot of the relevant bit of the editor screen below. Five properties are important for this effect.

First of, it is important to set the release rate (very) high. The release rate is the amount of particles we’ll spawn per second, and since we’ll only spawn particles every once in a while, we need to spawn a lot of them in this small period of time.

A less obvious parameter is the “ContinuousParticles” property, which is ticked of to indicate that we’ll provide external triggers for the particle system.

The important settings for the spark particle system.

Next to that is the “PulseDuration”, which determines how long we’ll spawn particles after every trigger.

The collision object property determines which objects the particles will bounce of. For performance reasons we won’t bother the physics engine with all particles, so you’ll have to provide a list of objects with which the sparks can interact.

Finally the “MaxAngleRadian” property determines in what direction the particles will be spawned. Since this is meant to be a coherent spray, I’ve set the angle fairly low.

Alternatively the spark particle system can be used in a more continuous way, as shown below.

To use the sparks in this way, you don’t need an external trigger, the particles will continuously spawn, and Perlin noise is used to control the release rate of the particles.

Again I’ve highlighted some important properties for this system.

The upper triplet of properties control the release rate animation in a somewhat mysterious manner. The “FractionOff” number corresponds to the fraction of time that there should be very little particles (the lower bound of the release rate). The “ReleaseRateAnimationSpeed” determines how fast the animation over the release rate is running.

The other five highlighted properties determine the way the particles look. The “MaxAngle” is much higher than it was in the beam example, it now corresponds to a halve sphere. The “StartSpeed” and the “Gravity” property together control how the particles will act after they have been released. They have to be tweaked together to achieve the desired effect.

Finally the “MinLifeTime” and “MaxLifeTime” parameters dictate how long the individual sparks will exist on this planet.

With that I’ll conclude this post. I was hoping to provide a small peek into the daily live of us Caromble! developers, and about the tools we have made to work with. We might release the editor with the game (or at a later stage) so you might get a chance to tinker with it too.

Also, if you have any questions or suggestions, please don’t hesitate to ask!

Particle Animations

On the art side I can slowly move towards polishing, as at least the industrial set is basically finished. One thing that I really want to tidy up are the effects. My thinking is that if they are in style, then the whole look will come together much more.

The effects were so far really soft – and somewhat realistic. Which doesn’t fit to the more comic-outline style of the textures. The explosion for example is done via an animation. So I redid the thing and animated it in a more cartoonish style:

Here is a smaller hit animation – that will show up when boxes are damaged (that effect is not yet in the game):

hit particle

A smaller hit.

It would be combined with smoke, and also sparks. Here is the animation for it, which would only really work in motion.

Spark animation

A spark – supposed to be many that fly around.

And here is the explosion.

particle explosion

Explosion!

Here are some screenshots of the explosion in action.

Sphere Evolution – Now in 3D!

In the last art posting here, I showed the concepting steps of the sphere. Here is the progress on the 3D side of things.

These were the meshes I created to choose from. It’s quite a lot – but it is of course in important asset of the game.

We chose number four – and the team basically said “works really well, don’t touch it anymore”. The visibility is much better – and the rolling motion shows more clearly.
There might be an option to use the other versions as addons or bonuses.

Here is a is the work as a still image to enjoy ;). In the later stages I might tweak it still, to add the outline look that all other assets have.

By now, there has been quite some evolution of the sphere throughout the development. Uh, makes me feel nostalgic.

shpere mesh

The progress of the sphere mesh.

Sphere Concept Evolution

After showing how the art of the alien art evolved, here is an update on the sphere, that now is closing towards final.

The first concepts already had it as a blue glowing object with some pattern on it.


And it stayed that way for quite a while, whereas I tried around with making the pattern more readable.

That wasn’t quite readable still, mostly because of the light effects in the game. So here are some concepts that add a 3D shape, with more contrast, so that the sphere would work in dark as well as bright areas.

After choosing colors from there, I worked on the shape. I really liked the idea of having a glowing core inside.

Next time I’ll show how it looked in the game.

Black or white?

In a previous post we wrote about creating challenges, or a place to pile our feature creep!

This skill testing place now gets a makeover. At the time – some 5 months ago – we used the available assets to create prototypes. Currently, we are deciding on the final style.

We like this challenge area to look clean, simple, and fun. With this in mind we converged to a clownfish palette containing black, white and orange. With orange only being used for accents, so you’re not actually playing in ‘Clownfish Land’.

The important question is: what will be the dominant color? Black or white? Does it matter? A wise man once sang: ♪ It don’t matter if you’re black or white. Whoo! ♪

The screenshots below are our current mockups for the challenge areas. In a future post we will reveal the final style.

Black

Mockup for a challenge level using black as the dominant ‘color’.

White

Mockup for a challenge level using white as the dominant color.

Brushing up the Commercial Chapter

Here are some newly finished objects for our so-named commercial chapter. A train, and some more houses.
There are still a handful items left for this one, but it nears completion. After that I will concentrate on the challenge levels, that will get a completely different set. We’re getting good progress on several fronts, and it’s soon time to add more ooomph the effects and backgrounds. There is still much room to improve. Exciting!