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<channel><title><![CDATA[JELLE VAN DOORNE - GAME & NARRATIVE DESIGN - Blog]]></title><link><![CDATA[http://www.jvandoorne.com/blog]]></link><description><![CDATA[Blog]]></description><pubDate>Wed, 13 Nov 2024 10:46:20 +0100</pubDate><generator>Weebly</generator><item><title><![CDATA[Enkindler's Path]]></title><link><![CDATA[http://www.jvandoorne.com/blog/enkindlers-path]]></link><comments><![CDATA[http://www.jvandoorne.com/blog/enkindlers-path#comments]]></comments><pubDate>Sat, 23 Feb 2019 09:43:29 GMT</pubDate><category><![CDATA[Design]]></category><category><![CDATA[Story]]></category><category><![CDATA[Viola]]></category><guid isPermaLink="false">http://www.jvandoorne.com/blog/enkindlers-path</guid><description><![CDATA[This week I focused on creating a new level. I want to find out how fast I can create a single level so I can make my planning more efficient. So far it seems like I need three weeks: one to design and implement it and make some art, one to do all the story and make some art, and the last one for more art. Yeah, art takes the longest. No surprise there.             So what the hey is an Enkindler and why does he have a path?  The Enkindler is one of the 9 patrons who, according to the people liv [...] ]]></description><content:encoded><![CDATA[<div class="paragraph">This week I focused on creating a new level. I want to find out how fast I can create a single level so I can make my planning more efficient. So far it seems like I need three weeks: one to design and implement it and make some art, one to do all the story and make some art, and the last one for more art. Yeah, art takes the longest. No surprise there.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/0-50-1_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div>  <!--BLOG_SUMMARY_END--></div>  <h2 class="wsite-content-title">So what the hey is an Enkindler and why does he have a path?</h2>  <div class="paragraph">The Enkindler is one of the 9 patrons who, according to the people living in the violin's world, created their world of Vylna (name pending). Each patron is linked to one of the nine elements: Flame, Water, Wood, Dark, Time, Light, Stone, Ice and Sky. Some go by titles, some go by names.<br /><br />The path leading to the Everdistant Sylvan is the Enkindler's Path, belonging to the Patron of Flame: the Enkindler. However, things get a little muddy with religion, and the Path has been taken over by worshippers of Aurora: the battle goddess and Patron of Light.<br /><br />On this path, Viola meets the knight-captain, Soleil, and her Solar Knights. They've built a church at the end of the Enkindler's Path in worship of Aurora.<br /><br />Originally, the third level in the game was going to be the Everdistant Sylvan: the place where Viola meets Momo, the tribe of harpies, and learns the Sky Song to travel the overworld with. But the Wishfire's song is important enough for Viola's character development that I held it off, and put another level in front of it so she can learn that song first.<br /><br />As for the level itself: it's rather straight-forward, being linear up until the halfway point and then branching out a bit, just like the previous level. Part of this is to railroad the character a bit: there are still some tutorials left in this level. Also, it introduces the launching cannons, made in a previous week.<br /></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/cannons-pixel-art_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Art for the launchers: cannons!</div> </div></div>  <div class="paragraph">Next week I'm going to work on more artwork for the level, as well as making the Wishfire change dynamically based on who is in the party.</div>]]></content:encoded></item><item><title><![CDATA[Show off that story]]></title><link><![CDATA[http://www.jvandoorne.com/blog/show-off-that-story]]></link><comments><![CDATA[http://www.jvandoorne.com/blog/show-off-that-story#comments]]></comments><pubDate>Sat, 16 Feb 2019 09:28:49 GMT</pubDate><category><![CDATA[Art]]></category><category><![CDATA[Story]]></category><category><![CDATA[Viola]]></category><guid isPermaLink="false">http://www.jvandoorne.com/blog/show-off-that-story</guid><description><![CDATA[Given that I've been bugfixing almost all week, I've decided to just post a lot of GIFs that I've previously posted on Twitter to show off story moments from Viola.Click the 'Read More' button to see them, but it'll be a lot to load. Don't view this on your phone unless you want to eat up all your data.                                               [...] ]]></description><content:encoded><![CDATA[<div class="paragraph">Given that I've been bugfixing almost all week, I've decided to just post a lot of GIFs that I've previously posted on Twitter to show off story moments from Viola.<br /><br />Click the 'Read More' button to see them, but it'll be a lot to load. Don't view this on your phone unless you want to eat up all your data.<br /></div>  <div>  <!--BLOG_SUMMARY_END--></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/fenrys-encounter-5_orig.gif" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/fenrys-catch-viola-2_orig.gif" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/intro-splasl-screen-2_orig.gif" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/celeste-homage-re-1_orig.gif" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/level02-intro-1_orig.gif" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/niko-story-2_orig.gif" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>]]></content:encoded></item><item><title><![CDATA[February 09th, 2019]]></title><link><![CDATA[http://www.jvandoorne.com/blog/february-09th-2019]]></link><comments><![CDATA[http://www.jvandoorne.com/blog/february-09th-2019#comments]]></comments><pubDate>Sat, 09 Feb 2019 11:14:58 GMT</pubDate><category><![CDATA[Art]]></category><category><![CDATA[Viola]]></category><guid isPermaLink="false">http://www.jvandoorne.com/blog/february-09th-2019</guid><description><![CDATA[This week was all about expanding spells. The spell menu during battle scenes is now dynamic: rather than holding one spell of each category it can now hold multiple spells.I had to work through a bit of illness, but I still managed to create a few spell effects and animations.There's nothing extra to show you this time, so there's no "read more" option for this post.        [...] ]]></description><content:encoded><![CDATA[<div class="paragraph">This week was all about expanding spells. The spell menu during battle scenes is now dynamic: rather than holding one spell of each category it can now hold multiple spells.<br /><br />I had to work through a bit of illness, but I still managed to create a few spell effects and animations.<br /><br />There's nothing extra to show you this time, so there's no "read more" option for this post.<br /></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/waterfall-3_orig.gif" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>]]></content:encoded></item><item><title><![CDATA[Streamlined Timelined]]></title><link><![CDATA[http://www.jvandoorne.com/blog/streamlined-timelined]]></link><comments><![CDATA[http://www.jvandoorne.com/blog/streamlined-timelined#comments]]></comments><pubDate>Sat, 02 Feb 2019 11:17:43 GMT</pubDate><category><![CDATA[Programming]]></category><category><![CDATA[Story]]></category><category><![CDATA[Viola]]></category><guid isPermaLink="false">http://www.jvandoorne.com/blog/streamlined-timelined</guid><description><![CDATA[This week I worked on creating new stories for the second level of Viola. The second level is the one used in the vertical slice, which had its own set of stories. The vertical slice's stories were created the give the player a global idea of what Viola's story would be like.Now that I'm making actual levels, the stories get to slow down. That means I get to let Viola actually fail at stuff.&#8203;Click 'Read more' to read up about the systems used to create stories in Viola.             Timelin [...] ]]></description><content:encoded><![CDATA[<div class="paragraph">This week I worked on creating new stories for the second level of Viola. The second level is the one used in the vertical slice, which had its own set of stories. The vertical slice's stories were created the give the player a global idea of what Viola's story would be like.<br /><br />Now that I'm making actual levels, the stories get to slow down. That means I get to let Viola actually fail at stuff.<br /><br />&#8203;Click 'Read more' to read up about the systems used to create stories in Viola.<br /></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/celeste-homage-1_orig.gif" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div>  <!--BLOG_SUMMARY_END--></div>  <h2 class="wsite-content-title">Timeline</h2>  <div class="paragraph">Unity has a feature called "Timeline", which allows you to create timed animations involving multiple objects, sounds, animations, etc. The plugin I use to create dialogue, RPGTalk, has built-in Timeline functionality, but I've decided not to use it in favor of my own solution. Partly because the RPGTalk Timeline functionality has a few user issues I don't like (having to go per line instead of a block of text being the primary issue), but also because I didn't want to create giant, unclear timelines. I favor having&nbsp; a few smaller timelines connected together to create one cutscene.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/0-47-2_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">This is part 2 of a cutscene spanning three different timelines. There's already so many objects...</div> </div></div>  <div class="paragraph">Connecting these together is a simple ordeal. Play something on RPGTalk, which triggers the next timeline afterwards, as well as invoking the next RPGTalk by using the duration of that timeline.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/0-47-1_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph">This component also has options for changing text speed, adding a delay at the start, zooming in the camera or spawning one or more characters (and returning them to the player afterward).<br /><br />I managed to write four scenes, as well as several tutorials, draw all the necessary backgrounds and sprites/animations, then implemented them all in five days. That gives me a solid idea for how much time is necessary to make stories for each level. If I can design and create art for a level in one week as well, it'd be two weeks for each level: faster than the original three I had imagined. We'll have to see how that works out for me.<br /><br />Next week I'll work on improving the spell list: currently only 1 spell can be shown. I also want to create more spells for the first three characters, Viola, Fenrys and Niko. Lastly, I want to make a dynamic LevelHandler to keep track of chests, stories and enemies to make sure they can't be repeated.<br /></div>]]></content:encoded></item><item><title><![CDATA[A Week of Fixes]]></title><link><![CDATA[http://www.jvandoorne.com/blog/a-week-of-fixes]]></link><comments><![CDATA[http://www.jvandoorne.com/blog/a-week-of-fixes#comments]]></comments><pubDate>Sat, 26 Jan 2019 12:50:03 GMT</pubDate><category><![CDATA[Design]]></category><category><![CDATA[Programming]]></category><category><![CDATA[Viola]]></category><guid isPermaLink="false">http://www.jvandoorne.com/blog/a-week-of-fixes</guid><description><![CDATA[I focused on fixing up various things this week to prepare for level creation. I also worked on different "interactables" for Viola: Donkey Kong Country inspired "launchers". I've also changed Viola's movement a little bit, making her walljumps and movement a lot more natural.Click 'Read more' to get the dropdown on the changes.             Jumpin' Jack Viola  The most important change I made this week was the change to Viola's movement. Essentially, Viola has a&nbsp;target velocity&nbsp;and a&n [...] ]]></description><content:encoded><![CDATA[<div class="paragraph">I focused on fixing up various things this week to prepare for level creation. I also worked on different "interactables" for Viola: Donkey Kong Country inspired "launchers". I've also changed Viola's movement a little bit, making her walljumps and movement a lot more natural.<br /><br />Click 'Read more' to get the dropdown on the changes.<br /></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/viola-platforming-bubbles_orig.gif" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div>  <!--BLOG_SUMMARY_END--></div>  <h2 class="wsite-content-title">Jumpin' Jack Viola</h2>  <div class="paragraph">The most important change I made this week was the change to Viola's movement. Essentially, Viola has a&nbsp;<strong>target velocity</strong>&nbsp;and a&nbsp;<strong>velocity</strong>. Velocity effects Viola's actual movement. Target velocity is influenced by the player's actions (like moving the control stick). Previously, every FixedUpdate would change velocity to instantly match the target velocity, making Viola's movement responsive.<br /><br />Except, it was a little too responsive. After walljumps, Viola was able to instantly move back and forth, and (according to player feedback) Viola's movement overall could feel just a little too finicky.<br /><br />The big change is that Viola's velocity now&nbsp;<em>moves closer</em>&nbsp;to target velocity with each FixedUpdate. This means that high amounts of velocity can't instantly be turned around. This gives the illusion of momentum during states of high velocity: wall jumps, and being launched from the newly created launchers.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/0-46-1_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph">One more change made is that some things don't influence target velocity, but will change velocity. Launching, walljumps, and jumps influence velocity so the player instantly lifts off at max speed, rather than accelerating over time.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/0-46-2_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph">This is the component for the basic launcher. Launchers are inspired by Donkey Kong Country's barrels: jump into one, be launched.<br /><br />This is how the Launcher works (step-by-step):<ul><li>Touching the trigger attached to the Launcher brings Viola to the center (with an offset).</li><li>After being in the center for a while...</li><li>Viola is pushed into one of 8 directions.</li><li>After being launched, the player has some influence over Viola's&nbsp;trajectory, but not much.</li><li>Viola gets full control back when hitting the ground, or reaching maximum fall speed.</li></ul><br />I've made 4 different versions of the launchers:<ul><li>The regular fires Viola in a direction as set in the component.</li><li>The controllable&nbsp;launcher lets the player choose the direction with the control stick, then press A to launch.</li><li>The moving&nbsp;launcher moves around, then lets the player launch in a pre-set direction by pressing A.</li><li>A combination of the moving and controllable launcher: the moving launcher moves around, lets the player choose a direction with the control stick, and lets the player launch with A.</li></ul></div>  <div><div class="wsite-multicol"><div class="wsite-multicol-table-wrap" style="margin:0 -15px;"> 	<table class="wsite-multicol-table"> 		<tbody class="wsite-multicol-tbody"> 			<tr class="wsite-multicol-tr"> 				<td class="wsite-multicol-col" style="width:50%; padding:0 15px;"> 					 						  <div class="paragraph">The idea I had for the visuals was to make the launchers old military cannons, or rather, thick sturdy pirate ship cannons. This fits in with the game's musical/orchestral theme: Tchaikovsky's famous&nbsp;<strong>1812 Overture</strong>&nbsp;uses a "battery of cannons".<br /><br />However, as you can see on the right, traditional cannons are rather thin. For Viola to be&nbsp; reasonably launched from one, they'd have to be a lot bigger, so I'm thinking of the thick, sturdy cannons you might think of when thinking of pirates.<br /><br />Next week I'll be working on revamping the level I made for the vertical slice into the "real" second level. More story, balanced monsters, fewer party members and a more straight-forward path to ease the player into the game.<br /></div>   					 				</td>				<td class="wsite-multicol-col" style="width:50%; padding:0 15px;"> 					 						  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/cannon-played-as-orchestral-percussion-in-1812-overture-fw5gem_orig.jpg" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>   					 				</td>			</tr> 		</tbody> 	</table> </div></div></div>]]></content:encoded></item><item><title><![CDATA[Symphonic Ensemble]]></title><link><![CDATA[http://www.jvandoorne.com/blog/symphonic-ensemble]]></link><comments><![CDATA[http://www.jvandoorne.com/blog/symphonic-ensemble#comments]]></comments><pubDate>Sat, 19 Jan 2019 14:48:55 GMT</pubDate><category><![CDATA[Art]]></category><category><![CDATA[Design]]></category><category><![CDATA[Viola]]></category><guid isPermaLink="false">http://www.jvandoorne.com/blog/symphonic-ensemble</guid><description><![CDATA[This week, I worked on creating a "Chain Attack": a massive attack on an enemy with all characters. I wanted all characters work together during the ending, so I've implemented all animations into a single spell for Viola to use. It's named the "Symphonic Ensemble" in-game.Click the "Read more" line below to see a little more info on the thought process of the chain attack.             Early on during Viola's creation I wanted Viola to use an "Active Timed Battle" system, similar to Final Fantas [...] ]]></description><content:encoded><![CDATA[<div class="paragraph">This week, I worked on creating a "Chain Attack": a massive attack on an enemy with all characters. I wanted all characters work together during the ending, so I've implemented all animations into a single spell for Viola to use. It's named the <strong>"Symphonic Ensemble"</strong> in-game.<br /><br />Click the "Read more" line below to see a little more info on the thought process of the chain attack.<br /></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/symphonic-ensemble-3_orig.gif" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div>  <!--BLOG_SUMMARY_END--></div>  <div class="paragraph">Early on during Viola's creation I wanted Viola to use an "Active Timed Battle" system, similar to Final Fantasy 4 and Chrono Trigger. The main reason for that system was so the characters could do Chrono Trigger style "Combo Techs": spells executed with more than 1 character, taking up turns for all characters involved.<br /><br />I wanted these "Combo Spells" to make the budding friendship between party members a little more tangible during combat. The reason they ended up not being in the game is simply because it was gonna be too much work. Because of that, there was no longer a reason to use the ATB system, so Viola now uses a simple turn-based system.<br /><br />I still liked the idea of the Combo Spell, so I decided to copy more recent anime-esque RPGs like Persona 5 and Xenoblade and create a "Chain Attack": all characters in the party attacking all at once. The player can now use it as a final attack in the final battle, but only in the true ending (which requires max friendship with all characters recruited).<br /></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/fire-fx-1_orig.gif" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/air-fx-2_orig.gif" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">A few GIFs showcasing the visual effects work for the Symphonic Ensemble.</div> </div></div>]]></content:encoded></item><item><title><![CDATA[Timelapse 2: The Lapsening]]></title><link><![CDATA[http://www.jvandoorne.com/blog/timelapse-2-the-lapsening]]></link><comments><![CDATA[http://www.jvandoorne.com/blog/timelapse-2-the-lapsening#comments]]></comments><pubDate>Sat, 12 Jan 2019 10:23:58 GMT</pubDate><category><![CDATA[Art]]></category><category><![CDATA[Viola]]></category><guid isPermaLink="false">http://www.jvandoorne.com/blog/timelapse-2-the-lapsening</guid><description><![CDATA[Same as last week: more work on the ending of Viola. There's no spoilers this week, as most of this week's work went to animation.        [...] ]]></description><content:encoded><![CDATA[<div class="paragraph">Same as last week: more work on the ending of Viola. There's no spoilers this week, as most of this week's work went to animation.</div>  <div class="wsite-youtube" style="margin-bottom:10px;margin-top:10px;"><div class="wsite-youtube-wrapper wsite-youtube-size-auto wsite-youtube-align-center"> <div class="wsite-youtube-container">  <iframe src="//www.youtube.com/embed/gYRlfVwIQ7U?wmode=opaque" frameborder="0" allowfullscreen></iframe> </div> </div></div>]]></content:encoded></item><item><title><![CDATA[Story Time Week]]></title><link><![CDATA[http://www.jvandoorne.com/blog/story-time-week]]></link><comments><![CDATA[http://www.jvandoorne.com/blog/story-time-week#comments]]></comments><pubDate>Sat, 05 Jan 2019 12:44:17 GMT</pubDate><category><![CDATA[Art]]></category><category><![CDATA[Story]]></category><category><![CDATA[Viola]]></category><guid isPermaLink="false">http://www.jvandoorne.com/blog/story-time-week</guid><description><![CDATA[I've been working on the true ending of Viola this week. Since these next few GIFs are full of spoilers, you'll just have to click below to see them.                           The true ending can only be achieved by completing the party member related sidequests: the "Personal Quests". This idea is lifted pretty much straight from Bioware games like Mass Effect 2, where the best ending can only happen if you've done all the characters' "Loyalty Quests".Viola gets a silver-colored violin because  [...] ]]></description><content:encoded><![CDATA[<div class="paragraph">I've been working on the true ending of Viola this week. Since these next few GIFs are full of spoilers, you'll just have to click below to see them.</div>  <div>  <!--BLOG_SUMMARY_END--></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/ending-part1-1_orig.gif" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/ending-part2-1_orig.gif" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/ending-part3-1_orig.gif" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph">The true ending can only be achieved by completing the party member related sidequests: the "Personal Quests". This idea is lifted pretty much straight from Bioware games like Mass Effect 2, where the best ending can only happen if you've done all the characters' "Loyalty Quests".<br /><br />Viola gets a silver-colored violin because I love the idea of character development being signified by a physical transformation of sorts.<br /><br />The particles in the second GIF are a neat little Mode7-esque trick that I like to call "just animate a gameobject to rotate and scale and put the sprites on there".<br /><br />The effects in the final GIF however, are hand-drawn. Well. Tablet-drawn. You get the idea.<br /><br />Next week is all about getting the true final battle to work, hopefully with animations for the final boss.<br /></div>]]></content:encoded></item><item><title><![CDATA[Artwork Week]]></title><link><![CDATA[http://www.jvandoorne.com/blog/artwork-week]]></link><comments><![CDATA[http://www.jvandoorne.com/blog/artwork-week#comments]]></comments><pubDate>Sat, 29 Dec 2018 11:44:37 GMT</pubDate><category><![CDATA[Art]]></category><category><![CDATA[Viola]]></category><guid isPermaLink="false">http://www.jvandoorne.com/blog/artwork-week</guid><description><![CDATA[A lot of my energy this week went towards Christmas and spending time with family. That's exhausting! To me, at least. Not that I don't love my family, but big gatherings just take a lot out of me. In any case, that meant work on Viola saw a bit of slowdown: it's almost all art, baby.&#8203;Click 'Read more' to not read more, but just see some more art.             Behold!             Parts of the final boss battle's background art.       The final boss' floating head.       The after credits sc [...] ]]></description><content:encoded><![CDATA[<div class="paragraph">A lot of my energy this week went towards Christmas and spending time with family. That's exhausting! To me, at least. Not that I don't love my family, but big gatherings just take a lot out of me. In any case, that meant work on Viola saw a bit of slowdown: it's almost all art, baby.<br /><br />&#8203;Click 'Read more' to not read more, but just see some more art.<br /></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/viola-anim_orig.gif" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div>  <!--BLOG_SUMMARY_END--></div>  <h2 class="wsite-content-title">Behold!</h2>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/finalboss-space-bg_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/finalboss-space-front-2_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Parts of the final boss battle's background art.</div> </div></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/aspect-head_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">The final boss' floating head.</div> </div></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/0-42-2_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">The after credits scene for the true ending.</div> </div></div>]]></content:encoded></item><item><title><![CDATA[Final Boss]]></title><link><![CDATA[http://www.jvandoorne.com/blog/final-boss]]></link><comments><![CDATA[http://www.jvandoorne.com/blog/final-boss#comments]]></comments><pubDate>Sat, 22 Dec 2018 10:35:08 GMT</pubDate><category><![CDATA[Art]]></category><category><![CDATA[Story]]></category><category><![CDATA[Viola]]></category><guid isPermaLink="false">http://www.jvandoorne.com/blog/final-boss</guid><description><![CDATA[This week I worked on two of the three final boss battles in Viola. There will be spoilers in the blogpost. Be wary!Click 'Read more' to find out more about some of the story and the boss battles.             Return or Remain  Viola has three endings: "Return", "Remain" and the "True Ending". The True Ending can only be unlocked by recruiting all the characters in the game, and completing their personal quest.Return and Remain are pretty straight-forward. Either Viola returns home, or remains in [...] ]]></description><content:encoded><![CDATA[<div class="paragraph">This week I worked on two of the three final boss battles in Viola. <strong>There will be spoilers in the blogpost. Be wary!</strong><br /><br />Click 'Read more' to find out more about some of the story and the boss battles.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/0-41-1_orig.gif" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div>  <!--BLOG_SUMMARY_END--></div>  <h2 class="wsite-content-title">Return or Remain</h2>  <div class="paragraph">Viola has three endings: "Return", "Remain" and the "True Ending". The True Ending can only be unlocked by recruiting all the characters in the game, and completing their personal quest.<br /><br />Return and Remain are pretty straight-forward. Either Viola returns home, or remains in the violin's world. I want both of these endings to be slightly... unsatisfactory, so the player knows there may be another ending they should be getting.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/0-41-2_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="wsite-spacer" style="height:10px;"></div>  <div class="paragraph">&nbsp;To start, I made some concept art for both the final battles. I wanted a strange, faceless look for the regular final boss battle, and I wanted something that breaks the art-style of Viola to show off the otherworldly appearance.<br /><br />I chose to go with a diamond. I'm not sure why: I was kind of thinking of a prism, which is often associated with colors. The final boss is the "Aspect": the creator and 'god' of the violin's world. So he's supposed to have "all colors", like a prism. But prisms look dumb, so it's a diamond now.<br /><br />I gave him piano claws, and a violin head in his final battle, along with a space cape.<br /></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/aspect-final-battle-rr_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Return or Remain</div> </div></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/aspect-true-final-battle_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">True Ending</div> </div></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/0-41-3_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">The actual Remain/Return battle.</div> </div></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/0-41-6_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph">I worked on the pre-boss cutscene, a lengthy conversation between Viola and the Aspect, where the Aspect mimics his creations, Fenrys, Sybil and Momo. Their avatars however, have empty eyes and noise over them. Their "talk sounds" are also slightly more bit-crunched. Almost like a video game glitch.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/avatar-aspect-fenrys-2_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">A corrupted Fenrys.</div> </div></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/avatar-aspect_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">The Aspect's actual talk avatar.</div> </div></div>  <div class="paragraph">I was surprised at how well just adding noise to each frame worked when animated.<br /><br />Finally, I worked on the credits and the actual endings that comes after the boss.<br /></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/0-41-5_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Return.</div> </div></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="http://www.jvandoorne.com/uploads/1/1/7/9/117996952/0-41-4_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Remain.</div> </div></div>]]></content:encoded></item></channel></rss>