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Old School RuneScape
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1s | hello everyone and welcome to the live |
---|---|
4s | stream today we have another Tua themed |
7s | live stream we're going on characters |
8s | and animation this time uh so the second |
10s | one in the series and a few weeks ago we |
12s | did one about environments and so yeah |
14s | I'm gonna do a little focus on the you |
16s | know various bosses and the way they |
18s | move as well as some of the rewards that |
20s | were seen from the 2A release uh so |
23s | today I'm joined with uh some of the |
25s | fantastic members of the art team we've |
27s | got mod brow and monster fan and we've |
29s | also got a mod spear behind the scenes |
31s | helping us all out so let's uh start |
32s | with some introductions how's everyone |
34s | doing let's go to your first mod brow |
36s | I'm I'm doing so good I have a cup of |
40s | coffee |
42s | and uh what are you working on at the |
46s | moment |
47s | is that not what you're expecting uh no |
50s | um yeah so yeah no I'm doing great |
53s | um uh so yeah I'm working on um uh some |
55s | of the I can't actually talk about what |
57s | I'm working on so uh Quest speed running |
59s | rewards I'm working on that kind of |
62s | stuff I think we put out the the |
63s | concepts for that so people probably |
65s | I can guess what I'm working on but yeah |
67s | just working on the rewards for that |
69s | awesome stuff uh and over someone so fun |
71s | how are you doing |
80s | clicking on something I can't say either |
82s | it's a really cool boss so you have |
84s | something something to look forward to |
86s | it's really cool |
88s | awesome stuff I felt like indeed uh cool |
92s | so first up we have some important |
94s | announcements to go through before we |
96s | get into the juicy animations and |
98s | character work uh so exclamation mark |
100s | game update uh this week's update brings |
103s | you some tweaks to the twins of Alaska |
104s | and the recent betas so remember you've |
106s | only got one week left to test out |
108s | poison Dynamite Quest speed running and |
109s | the Wilderness boss rewards so hop into |
111s | the bay world and try them out uh today |
114s | uh another one uh exclamation mark crack |
117s | the clue cracked the clue is back |
118s | created by the Fantastic books and we're |
120s | certain this year will be the best yet |
122s | the treasure hunt begins at 12 BST on |
125s | Friday the 23rd of September which is |
127s | just a few days away so keep an eye out |
129s | on week's YouTube channel tomorrow for |
130s | an extended version |
132s | and finally we have some merge so |
135s | exclamation mark merch uh get rid of |
137s | your earliest visits to miss Lynn too |
140s | far in that key ring set celebrating the |
142s | iconic city of varrock uh so yeah can I |
145s | give that old dog a home with the |
146s | limited edition gray straight dog pen |
148s | give her up ready with the mini pin set |
150s | and keep the cold ones flowing with the |
151s | Blue Moon bottle opener key ring or if |
154s | you're feeling rather prestigious |
155s | Microsoft a champion Escape gearing you |
157s | can grindle these out uh find out all |
160s | this out more basically command |
162s | exclamation mark merch and yeah these |
164s | look amazing a big fan of the cape there |
167s | seeing that that gold and the lions and |
169s | seeing all that reflection is uh it's |
171s | really awesome to see and also of course |
173s | you can't love the street |
175s | yeah it looks really good and of course |
177s | the shout out to the bottle opener as |
179s | well you gotta you know gotta find a way |
181s | to open up open up those babies sweet so |
184s | let's move on to some of the first |
186s | images of the art live stream |
191s | so yeah this this is a this is a bit |
194s | chaotic isn't it |
196s | yeah I put this one in here it's |
199s | something that I just wanted I just |
200s | wanted it to go in on the record just |
202s | almost you know just for for uh uh you |
205s | know the history books um this was uh a |
208s | our pre-production board our initial |
210s | pre-production board for for TOA we |
212s | won't draw on this too long but just |
214s | this was Infamous uh for people working |
216s | out in TOA |
218s | um this was uh I don't know if people |
220s | have used Miro but it's an online uh |
222s | whiteboard uh program and we had filled |
225s | it with so much reference so much uh |
228s | backstory and lore and and yeah |
230s | reference images and stuff like that |
231s | that um it really chugged your computer |
234s | it really just slowed your computer down |
236s | if you load this loaded up this board we |
237s | were at like something like five or six |
239s | thousand uh items on this board um and |
242s | see if we go to the next few images this |
244s | was a zoomed out view uh zoom in each |
246s | one of these areas has |
248s | a bit of detail or quite a bit of detail |
250s | each one of these panels these big |
252s | bigger Square panels are uh you can see |
255s | there that says Baba boss and PC so if |
257s | you look back at that original image so |
259s | you can see all the little all the |
260s | little squares those are actually those |
262s | squares and they're full of more squares |
264s | and more squares and |
265s | uh an infinite level of recursive |
268s | reference and uh assets that go into |
271s | those so um yeah so we we did a lot of |
274s | planning we sat down and we planned out |
277s | a lot of stuff when we we used out on |
278s | TOA and and in fact this isn't even the |
280s | full board this is a section of the |
282s | board I didn't I thought it was too |
284s | abstract if I showed the full board so |
286s | um yeah I think this is just the bosses |
288s | environments and some of the minions I |
290s | believe yeah yeah but it doesn't show |
292s | the last boss like it doesn't show the |
293s | wardens the wardens room the treasure |
295s | room the Nexus the lobby all that was a |
297s | separate section of the sport so or the |
300s | rewards as well so um yeah just just |
302s | wanted to get it out there because I |
303s | don't know if people find it interesting |
304s | but just to show the level of detail |
306s | that we try to plan things out and |
308s | really really dive deep into these |
310s | things |
311s | um we we really try to make things feel |
313s | connected cohesive and and really try to |
315s | explore a lot of different ideas you |
317s | know before we kind of commit so |
319s | I remember one first thing this board |
321s | myself and my first thought thought was |
324s | like this is so much but this is so cool |
326s | and I can't wait to get started |
329s | except the uh I'm just elaborate sort of |
332s | planning we've done for any project here |
333s | and yeah it goes to show you what will |
336s | be to AC so great is you know having all |
338s | that prep work beforehand making sure we |
340s | knew exactly you know the themes and the |
342s | visual direction we wanted to go with a |
344s | lot of the characters and bosses and |
345s | environments so yeah that's uh yeah good |
349s | stuff sure |
350s | I think if we move on to the fourth |
352s | image I think there's a yeah a bit more |
354s | onto the yeah a bit more planning work |
357s | here yeah |
358s | so yeah again just showing more planning |
361s | um this is you know delving into the |
362s | pantheon so |
364s | um in the raid uh the first time you go |
366s | through applicant grandis |
368s | um uh hat and uh |
371s | scabbers |
373s | um are all there uh and uh you're |
375s | freeing them from the boss the bosses of |
378s | each path sorry |
379s | um so part of this part of I think |
382s | beneath cross Sands we actually ended up |
383s | doing a bit of it but um part of this |
385s | this uh update we wanted to update the |
387s | pantheon because if anyone remembers the |
389s | original Pantheon uh character models |
391s | they were pretty pretty pretty rough |
395s | um very old school but uh kind of in a I |
398s | would say in a bad way they were kind of |
399s | like uh just human bodies with and you |
402s | know granted that is what you know |
403s | Egyptian gods look like human bodies |
405s | with just animal heads but uh there was |
407s | definitely room for |
409s | um a bit more character in them because |
411s | they were very just uh kind of one note |
413s | so yeah and what a few of them worked |
416s | reasonably well I do think scabbers was |
418s | maybe a bit awkward the way they had |
420s | sort of cut off like literally I think |
422s | they just taken the Beatles and just |
423s | tried to merge it onto a human body and |
426s | it did look quite awkward yeah so yeah |
429s | and I think yeah what was done with the |
430s | exploration and just sort of building |
432s | into those characters it just makes them |
433s | a little more memorable and a lot more |
434s | interesting yeah I think so too yeah if |
437s | we go into the yeah next image cool |
439s | um yeah just more exploration I guess |
441s | just yeah showing you guys hey we we do |
443s | we do a heck of a lot |
445s | um planning-wise just for reference I |
447s | think all of the stuff that you've seen |
448s | so far has probably done like a year ago |
451s | something like that um close to it where |
453s | we were really just sitting down and |
454s | just early stages of pre-production |
455s | going you know what what the hell is all |
458s | this gonna look like you know what are |
459s | these characters what what you know what |
461s | are we gonna do um with the art |
463s | um we just you know sat down just mapped |
465s | it all out just kind of explored some |
467s | ideas |
468s | um and try to just tie everything |
469s | together to make it you know the best |
471s | possible thing it could be you know |
474s | um and then I think the next image is is |
476s | kind of the result of that |
477s | um I threw in so so throughout this I've |
479s | just tried to throw in as much uh |
481s | alternate uh artwork as possible like |
484s | sketches that didn't make the cut or |
486s | sketches that were just Explorations |
488s | um because I think I think most of the |
489s | the final Concepts have been you know |
491s | put on the wiki and posted on Twitter so |
493s | um just keep an eye out for anyone that |
495s | like likes those kind of weird |
496s | alternative pieces of art of ideas we |
499s | didn't go with you can see here I threw |
501s | in this is my gerv's exploration she did |
504s | on uh the pantheon you can see there's |
506s | some interesting color combinations on |
508s | the on the right hand side there those |
510s | were the initial uh passes on these |
513s | these uh three guys |
515s | and chronic respective |
518s | um but uh yeah uh yeah sorry say West |
522s | you want to say something oh yeah I was |
524s | just gonna say well I mean I do prefer |
526s | the direction we went with the final |
528s | Pantheon that headpiece that Hat's |
530s | wearing is so cool and it does remind me |
533s | of that that lion head home I think you |
534s | made about a year ago which was |
535s | hopefully a design |
537s | yeah |
539s | accidentally got put in the files that |
542s | was my bad if just on the record that |
544s | was actually my bad I accidentally left |
545s | that in the code |
547s | um I got I got told off for that |
550s | um yeah also I guess you know shout out |
552s | we have the final models there in the |
554s | bottom left right corner a shout out to |
555s | uh Matt Skylark who I mean |
558s | to be I think you know she she really |
561s | hit it out of the park this is like |
562s | these but you know the goal of any 3D |
566s | artist is to try to make like the |
567s | concept really come to life in three |
568s | dimensions and I mean she she nailed it |
570s | these are like you know such good uh |
573s | Renditions of the concept that it's like |
575s | you know you see the 3D and you're like |
576s | wow that looks like the concept you're |
578s | like it's almost indistinguishable um |
580s | she did yeah just I mean insane job with |
582s | these yeah you can't see some slight |
584s | differences that happen during the |
586s | making as well so you can see on |
587s | scabbers he initially had these sort of |
589s | protrusions from the head that sort of |
591s | went up in in spikes I think once we got |
593s | into 3D that was sort of revised a |
594s | little bit because it didn't didn't work |
596s | quite the same way and also of course |
597s | the posing you know there's different |
598s | animations and the way that brings you |
600s | know slight different poses in if you |
602s | look like that |
604s | yeah yeah for sure |
606s | and speaking of poses and the animations |
609s | let's go into some of the animations so |
611s | these these are some of the ones uh |
613s | these are some of the first animations I |
614s | did for TOA |
615s | um uh there was some exploration done on |
619s | these to try to because essentially |
621s | we're we were kind of starting from not |
623s | from scratch but uh you know we |
626s | wanted to do something more with the |
628s | pantheon we wanted to give them more of |
629s | a character and so we we put down a lot |
632s | of stuff working with with |
633s | um Ed uh we put a lot of stuff down in |
636s | terms of lore and you know flushing |
638s | these guys out and |
640s | um really just tried to I just tried my |
642s | best to you know kind of breed some life |
643s | into these guys |
644s | um uh yeah so all the Idols are unique |
648s | um they they all try to kind of |
649s | represent what the the pantheon is is is |
651s | uh uh representative of so |
655s | um you can see here uh products has her |
658s | Satchel of of uh Goods or whatever |
662s | um being the the god of um |
664s | resourcefulness uh |
666s | so yeah and the flail kind of a nice |
670s | imagery that goes along with kind of |
671s | like um Agriculture and stuff like that |
673s | and had |
674s | um out with his with his scales |
678s | um so yeah these are these yeah I don't |
682s | know |
683s | sat with you when you were like trying |
685s | when you're going through these |
686s | animations you like stood behind me like |
687s | doing cats Idol animation trying to get |
689s | like the you're like looking at these |
690s | like make-believe scales and yeah it's |
692s | just so so cool to see that sort of |
694s | process yeah well I I felt like he |
696s | needed to have like a really kind of |
698s | Regal stance and so sometimes it's just |
700s | I don't know I like I like uh I like |
702s | moving my body so |
705s | it's some silly walks yeah so shout out |
708s | to mod ghost so he did this one |
710s | um this one was was awesome uh such like |
714s | determination such like so like yeah |
717s | walk Cycles are so important |
719s | um for telling the story of what a |
721s | character is and I feel like you just |
722s | see this and you can you get the idea |
723s | you get this this this feeling of just |
726s | yeah purposeful kind of stride like it's |
729s | just good it's just good |
731s | so when you make animations do you feel |
733s | like do you try that walk yourself |
738s | because I feel like I feel like it says |
741s | I I don't know I feel like if you |
743s | we all have these kind of ideas of what |
745s | what a person's gait or their their kind |
748s | of stride would be |
749s | um you know someone who's very pompous |
751s | or something like that I feel like if I |
753s | told you know hey walk like uh someone |
755s | who's you know um stuck up or uh who's |
758s | pompous you would you would have an idea |
760s | of what that walk would be and like I |
762s | feel like I I like to do that just to |
764s | get my mind in that kind of mindset uh I |
768s | mean yeah you know I I don't know |
771s | animators all work differently I'm not |
773s | really an animator but it helps me |
775s | um so yeah I did I did a few of these |
778s | walks uh yeah I've been a little bit of |
781s | motivation yeah I've been doing a little |
782s | animation this week as well and yeah a |
785s | few special attacks here and there for |
786s | some weapons and I think it's ones that |
788s | people are testing out in the wilderness |
790s | um grocery work and yeah I you know I |
792s | might not get up and move around but any |
793s | you know just moving your hands around |
794s | just get you to know that movement and |
795s | just making sure that it feels like a |
797s | natural way that you know you would move |
799s | about |
800s | so yeah it makes sense yeah |
804s | I remember when this comes later but I |
807s | remember because we have two swords in |
809s | the office when we when you were gonna |
811s | do the word and animations we were just |
813s | fighting each other and like trying to |
815s | figure out like how how the heck does |
818s | the attack |
820s | I remember I put like the swords in my I |
823s | mean if people know what the wardens |
824s | look like I put my sword two swords in |
826s | my my long sleeve shirt and was just |
828s | kind of playing around with them and |
830s | that yeah I think I ended up using some |
831s | of that that exploration |
834s | um if you want to call it that I mean it |
835s | was just me being uh swords swords up my |
839s | sleeves but yeah |
840s | um |
841s | yeah uh just to answer a few um |
843s | questions in the chat someone asked if |
845s | mod ghost still works there uh he is |
848s | Contracting for us he's a sort of |
849s | Animation uh contractor so yeah he still |
852s | work uh does some assets for us um yeah |
854s | uh and also someone asked when do we see |
857s | these guys walk I don't think they walk |
858s | much during see-way but as you if you've |
861s | played through the first three if you |
863s | played through the raid once you will |
864s | know that those guys go off somewhere |
865s | they're certainly going to come back in |
867s | the future at some point and they're |
868s | probably gonna have to walk about so |
870s | yeah yeah certainly come in come in |
872s | handy in the future |
873s | yeah it's always always good when you |
875s | make a character to do their walk cycle |
876s | because otherwise they're just static so |
879s | yeah I don't know if it's used too much |
881s | in there I think it's barely used but um |
882s | yeah going forward |
885s | potentially see these guys in the future |
886s | so yeah |
890s | cool yeah honestly some of the um |
897s | [Laughter] |
902s | yeah so it's a it's a little like some |
904s | exploration to begin with so this is uh |
907s | we've all seen the concept before but it |
909s | just goes to show some of the planning |
911s | that sort of led to this concept and all |
913s | the various references that were looked |
914s | at so you know looking at you know don't |
916s | be always moving those balls around and |
918s | various scarabs |
920s | um |
921s | yeah so yeah |
924s | some cool stuff some awesome just like |
927s | yeah love how we interpreted the wings |
929s | that kind of Egyptian |
931s | um Wing design super cool |
933s | yeah concept was made by mod grab right |
936s | yes yeah I was Margaret yeah it looks so |
939s | full but I really like to see this |
942s | little bug the biggest bug |
944s | alive |
946s | let's try to pushing the underside of it |
947s | as well I've seen how you know he's |
949s | thought about all the different you know |
950s | where all the legs connect and yeah it's |
953s | uh it's really awesome I think |
955s | I |
956s | believe it was um oh I didn't |
959s | yeah a previous artist that I don't |
961s | think we had a mod name uh yeah yeah |
968s | but um |
969s | yeah I guess going on to the animation |
971s | this again yeah shout out to uh my ghost |
974s | like he |
976s | he did some amazing work |
978s | um I love these God I can look at these |
981s | animations all day because it's there's |
982s | just so many Nuance there's so many |
984s | little nuances in it um |
991s | there's there's a lot of really nice |
993s | details that that I don't think maybe |
995s | people haven't seen um because yeah |
997s | they're probably clicking clicking and |
999s | stuff like that isn't that a lot of nice |
1001s | stuff that yeah sorry West I cut you off |
1003s | yeah I'll just saying I remember when |
1005s | when what goes first saw the the drool |
1007s | coming from Jeffrey's mouth and yeah |
1009s | you're already excited about what you |
1010s | could do with that as she's moving |
1011s | around uh yeah using that as a really a |
1014s | way of like showing movement and like |
1017s | motion which is really cool yeah it's so |
1020s | good so good |
1021s | yeah we can move on the next one yeah |
1026s | yeah |
1027s | that's so good seeing it like it's so |
1029s | good for acting |
1031s | so so actually yeah this I guess this is |
1033s | probably a good time to mention this |
1035s | um like uh people have asked you know |
1038s | why are the animations in two ways so |
1039s | much better why are they why are they so |
1041s | crazy |
1043s | um so DOA was the first project that we |
1045s | actually got the entire |
1048s | um Maya animation pipeline sorted so uh |
1051s | all the animations in TOA for uh the |
1054s | bosses and uh the pantheon |
1057s | uh we're all done on Maya uh using you |
1059s | know just traditional Rigs and that was |
1061s | a huge effort done internally |
1064s | um uh by our tools and Tech Team so they |
1066s | they really did an awesome job at |
1069s | getting all that working |
1070s | um |
1071s | just you know yeah you could see the |
1073s | result basically you know uh with with a |
1076s | bit of tech kind of improvements and |
1077s | then |
1078s | you know artistic touches uh like yeah |
1081s | just just to show what it can do |
1084s | um I love this so much |
1086s | I mean not to um I mean some of the work |
1088s | that mod guys did with the with the the |
1090s | into the in-house tool with the jagged |
1092s | animator it's very painful and slow to |
1095s | use but you can push it to some limits |
1097s | so well obviously my animation tool set |
1100s | allows way more finesse and you know so |
1103s | much more finer detail uh I mean some of |
1107s | this stuff could have been done before |
1107s | just the time to do it would have been |
1109s | so astronomical that you would never be |
1111s | able to like really really ask for that |
1113s | sort of time so yeah the increase in the |
1115s | tools as a made for like just way more |
1117s | you know outrageous and adventurous |
1120s | animations which is yeah and it just |
1122s | makes the process is where it was way |
1123s | way easier using the in-house tool is um |
1126s | it's quite painful at times because it |
1128s | doesn't have any other ik or any of the |
1130s | stuff you'd expect with a modern |
1132s | animation tool yeah we would have never |
1134s | finished DOA if we had yeah |
1138s | just uh it's just some key points here |
1141s | notice the the the difference in in |
1144s | weight on uh things like the the shell |
1146s | of of of the Wings and the wing itself |
1149s | how as it falls it has that nice kind of |
1152s | gradual like air resistance uh whereas |
1154s | the shell pieces kind of flop forward |
1156s | there's so much yeah sorry I could sorry |
1160s | I love these animations so much but |
1161s | there's just so much Nuance I just I |
1163s | yeah I'd love just to get that across to |
1164s | people just like how much there's going |
1166s | on here that that is just so subtle um |
1169s | and just all the the cool things that we |
1170s | can do now once we have Maya it's like |
1172s | uh now that we have just you know modern |
1175s | animation software we can go in and add |
1176s | those little touches that just make |
1178s | things just feel yeah so good |
1185s | uh should we move on to the next one |
1187s | yeah yeah |
1189s | just yeah push the time we'll see yeah |
1191s | let's just look at some of the minions |
1195s | um yeah I mean I think initially uh |
1198s | these are all planned to be part of the |
1200s | actual boss fight itself but the way the |
1202s | mechanics changed over time a few of |
1203s | them I don't think they all got used in |
1205s | the end so I think maybe some of the |
1207s | acid one maybe the yeah which ones |
1210s | specifically but we did get uh get most |
1213s | of them in the end |
1215s | um so yeah if we move on to the next |
1217s | image to see some of these creators |
1218s | moving about |
1219s | yeah just grabbed a few animations of |
1222s | these guys so it's like the melee attack |
1224s | um oh for this one I think |
1227s | so |
1228s | um I don't know if it was mentioned in |
1231s | last live stream but I know that Mojo |
1234s | made the concept right and she wanted to |
1237s | the um how do you say the blades that's |
1241s | what pencils so they're actually dragon |
1243s | skin meters |
1245s | um and that's why there is a melee |
1247s | scarabs you know yeah that's a good |
1249s | reference yeah yeah |
1251s | I totally see him though |
1256s | it's a cool detail like once you know it |
1258s | it's like oh nice |
1261s | yeah yeah that's so cool |
1264s | um cool thing I guess yeah just showing |
1267s | these next three I think are all the |
1269s | same animation just cut across multiple |
1271s | uh Scarab models but just showing yeah |
1273s | the fact that like we can animate the |
1275s | same thing and and you know transfer it |
1277s | across to multiple characters we could |
1278s | do that before but um now that we have |
1281s | the whole proper animation system it |
1283s | just makes this whole process so much |
1285s | easier so you can see we actually we |
1287s | made all the Scarab models but we only |
1289s | had to do the Scarab animations once so |
1292s | um yep and a shout out to Modern Skylark |
1295s | for the models themselves uh module for |
1297s | the concepts and I believe these were |
1299s | animated by mod ghost |
1300s | yeah so yeah fantastic job all around |
1303s | yeah seriously |
1305s | cool yeah so we can move on to the next |
1307s | boss |
1311s | big |
1315s | cool so what's the uh what's our first |
1318s | animation |
1320s | how do we go into exploration first name |
1321s | wait yeah oh I love some of this |
1323s | exploration |
1327s | yeah I love these so this is this is our |
1330s | um so I think uh my grub did the final |
1333s | Concepts but my drove did a lot of the |
1335s | um uh exploration I love some of these |
1338s | um I remember when when I was sitting |
1339s | with her and we were initially looking |
1341s | at this and I think I was bringing up a |
1343s | lot of if people know Godzilla by |
1344s | Allante was a big reference for some of |
1346s | the early |
1347s | um early uh uh uh zaback Concepts but |
1352s | then I think we ended up going away from |
1353s | the exaggerated giant mouth to something |
1355s | a bit more grounded but um yeah she did |
1358s | some awesome work here I love these |
1360s | little sketches again like I said I |
1361s | wanted to throw in a bunch of little |
1362s | sketches that maybe people haven't seen |
1363s | like you know the amount of exploration |
1365s | we end up going through uh to get to the |
1367s | final product I think is always super |
1369s | fascinating so |
1370s | yeah I think |
1375s | it's so cool |
1377s | I think the initial that the three like |
1380s | 10 by 10 images there where they're sort |
1382s | of like next to each other I think the |
1384s | initial design for the Croc was that it |
1386s | was going to like sort of move around |
1388s | the island and appear in different |
1390s | places I think we realized technically |
1392s | that would be quite difficult to achieve |
1394s | and mechanically it would be quite |
1395s | confusing as well |
1397s | um so we ended up being quite a |
1398s | stationerizer back in the end but yeah |
1400s | it's just awesome to see see how it |
1402s | evolved and went through all those times |
1403s | and we talked about that massive |
1405s | gulliter had as well it sort of comes |
1407s | out and that's not the animations anyway |
1408s | attack |
1413s | for sure cool so yeah some animations |
1415s | mod ghost again amazing job |
1418s | um love the fact that we were able to do |
1420s | death animations that you know I I don't |
1423s | know West I think maybe you'll be able |
1425s | to speak to this but I don't know if any |
1426s | boss that has the death animation that |
1427s | has them you know sit there static at |
1430s | the end it's like yeah |
1433s | I mean I guess you kind of have that |
1435s | with over where you sort of reach over |
1436s | and cut its head off it's more of a cut |
1437s | scene and I don't think it persists |
1439s | afterwards to be having those sort of |
1441s | like just you know you'll be able to |
1442s | walk around the environment and the boss |
1443s | is still there just sort of like you |
1445s | know defeated and yeah such an awesome |
1447s | moment in such a cool way to sort of |
1449s | like finish off that fight |
1451s | yeah I know I know uh uh mod ghost ended |
1454s | up looking at a lot of crocodile |
1456s | reference for this getting the Motions |
1458s | right this this is an interesting one so |
1460s | um a technical challenge was yeah uh |
1463s | people don't know we can only make NPCs |
1465s | and equal uh uh size on both X and Y |
1469s | tiles so the game's tile based and we |
1473s | can only make NPCs you know a three by |
1475s | three a four by four five by five tile |
1477s | size so uh crocodile is obviously a lot |
1480s | longer uh than something that's Square |
1481s | so uh it was you know are this that |
1484s | limitation kind of uh made it a bit |
1487s | difficult so what we ended up doing is |
1488s | splitting um back into two NPCs so when |
1491s | you're actually fighting them you're |
1492s | actually seeing two NPCs you know front |
1494s | and back so we had to split up all his |
1496s | animations into tobacco one and tobacco |
1499s | two which one being the head and O2 |
1501s | being the tail and all the animations |
1502s | had to be in sync with each other so it |
1504s | was actually quite a technical challenge |
1505s | to get this giant long crocodile and an |
1508s | engine that really likes things to be |
1510s | nice and square |
1512s | um yeah I think there was a |
1515s | it's like a slight blog on one of the |
1518s | days where both of the pieces got turned |
1520s | around the other way |
1521s | which made it look like he was uh yeah |
1523s | just connected to his tail in not the |
1525s | way you'd hope he would be she just goes |
1527s | to show you how how technically that was |
1529s | achieved yeah it's I've seen from the |
1531s | comments that people didn't they didn't |
1532s | realize that this is how it was achieved |
1534s | so yeah it's good to know that you know |
1536s | the effect worked and uh was successful |
1538s | in that regards yeah so yeah stuff |
1547s | let's look at some of the exploration we |
1550s | have for uh |
1553s | oh yeah so as you can see some of these |
1555s | sketches there on the on the right from |
1557s | Mod grub they sort of like you know |
1559s | looking at how how a monkey well I think |
1562s | oh that was a bit of a conversation here |
1564s | to talk about the difference between a |
1565s | mandrel and a baboon because yeah |
1568s | there's lots of um baboons and mandrel |
1570s | uh confusion inside the the world of |
1572s | gilino uh which I always thought was |
1575s | quite interesting I guess we kind of |
1576s | solved that issue a little bit by |
1577s | removing the skin from the face entirely |
1579s | I think it's still technically a mandrel |
1582s | um I believe so I believe so I'll say |
1586s | that I I believe the MPC is called NPC |
1588s | mandrel so |
1591s | um that's what I was told when I made |
1593s | them first but then now they're all |
1595s | Volvo it's really funny though like when |
1598s | when me and my friend do that room like |
1600s | everything we say as soon as we get into |
1602s | the monkey room is just baboon baboon |
1604s | and then this is definitely this is my |
1607s | favorite boss visually and like but in |
1611s | the boss room it's actually so annoying |
1613s | like I keep dying to those rocks all the |
1615s | time yeah yeah you gotta appreciate the |
1617s | good design of it right and also so yeah |
1621s | the concept was made by mud grub looks |
1624s | really cool and the model sadly mod |
1627s | skylarkistic so um she couldn't make it |
1629s | to this stream but I know that she |
1632s | wanted to mention that the it was really |
1635s | fun to make this model because she did |
1637s | it |
1638s | um |
1638s | and she said that making the like zombie |
1641s | like intense cities I can't say that |
1643s | word |
1645s | yeah she said it was really fun to make |
1649s | and yeah to be fair like it looks really |
1651s | cool |
1653s | um |
1654s | yes |
1656s | on the animations on this so yeah |
1660s | yeah again yeah amazing work I think |
1662s | there was initially a plan to do |
1663s | something with the chains but I think |
1664s | yeah and so so I I purposefully left the |
1667s | chains as they were animated |
1670s | um just to make that point that uh a |
1672s | weird little fun fact that like |
1673s | originally we were gonna animate the |
1675s | chains in fact we were gonna simulate |
1676s | them we were gonna do physics |
1678s | simulations and and run them through you |
1680s | know some fancy fancy schmancy stuff |
1683s | um uh to be honest we just ran out of |
1686s | time we were just like it was it was a |
1688s | nice to have it was it was a nice uh |
1691s | cherry on top and sometimes you just |
1693s | have to go well it's not worth the time |
1695s | so I think we ended up uh I think we |
1698s | ended up just deleting them that was |
1700s | literally we weighed up how long it |
1702s | would take to actually fix it and do it |
1703s | properly and and we just didn't think it |
1705s | was worth it um I also specifically |
1707s | chose this angle to show it's a little |
1709s | hard to see it was actually kind of hard |
1710s | to to get on on camera but there is |
1712s | really nice you know speaking of |
1714s | intestine a really nice secondary motion |
1716s | that that uh mod ghost put on the uh the |
1718s | guts and stuff inside there |
1720s | some kind of sways around and yeah it |
1722s | kind of like has a really nice weight to |
1725s | it you know a nice kind of just almost a |
1726s | contraction as well as it goes up and |
1729s | down so |
1730s | um yeah this just yeah again I'm I'm I'm |
1733s | a big uh mod ghost Fanboy I'm not gonna |
1736s | lie he's he's pretty cool |
1739s | he's a pretty cool guy uh and so yeah |
1742s | you know his animations are just yeah |
1745s | really really cool |
1748s | um oh wow |
1749s | this is one of my favorite images yeah |
1752s | this is going to the minions |
1754s | yeah when I started an old school this |
1756s | was my absolute |
1758s | um my first task and |
1761s | it was a challenging one because I was |
1763s | still like kind of trying to learn the |
1766s | what the old school style is |
1769s | um |
1770s | yeah well it was it was fun I don't know |
1773s | what to say about it but it was fun and |
1776s | concept I Mojave and mudgroup I think |
1779s | right I think they did something yeah |
1782s | I think um corrupted the initial winged |
1784s | one on the top left and then I leave uh |
1786s | yeah I'm not sure that the other ones we |
1788s | can also see some early ideas we had |
1790s | with the the stack of the beans uh which |
1793s | yeah it was unfortunately something we |
1795s | couldn't really afford in the end |
1796s | because it will require an entirely |
1797s | unique uh baseball we're trying to keep |
1799s | these somewhat cheap by utilizing a |
1801s | similar rig to the Bubba used yeah you |
1803s | can see sort of some exploration there |
1804s | there's even I mean it might not be |
1806s | totally visible but there's a sketch in |
1807s | the top of the Middle where as you can |
1810s | see she's uh getting a bit crazy with |
1811s | the amount of the boons that were |
1812s | stacked and of course on the far right |
1814s | we've got the uh the trench coat we're |
1816s | doing which is just uh it's just |
1818s | wonderful yeah |
1822s | yeah the wing the wing baboon originally |
1824s | yeah or or mandrel whatever we ended up |
1826s | calling them uh the the winged version |
1829s | was um an idea we initially had uh at |
1832s | the the outset that was um we were gonna |
1833s | make them yeah kind of uh bird |
1836s | uh baboon like Wing winged monkeys you |
1838s | know think Wizard of Oz uh kind of thing |
1840s | and lean into that with kind of nesting |
1843s | and twigs and and kind of you know um uh |
1846s | people are gonna get angry fecal matter |
1848s | and stuff like that kind of used to |
1850s | build the uh the nest um but we ended up |
1853s | having to um I feel like it's |
1855s | obligatory I have to say poo at least |
1857s | once per stream |
1858s | um yeah |
1861s | yeah exactly my quote is done so I don't |
1864s | talk about it anymore but that was that |
1866s | was where that winged version came from |
1869s | um |
1871s | um and again I put these in here just to |
1873s | show you know again |
1874s | um this is the same you know walk |
1876s | animation that uh uh mod ghost did for |
1879s | the um for baba |
1881s | um and yeah just with the whole |
1883s | animation system we can just swap them |
1885s | out we can just make as many variants as |
1886s | we want and just put them to the same |
1888s | skeleton you know it's modern tech it's |
1890s | it's you know uh it's it's cool that |
1892s | we're able to use kind of my and maybe |
1895s | it's silly to other people you know like |
1896s | if we can do all this it's like well |
1899s | it's an old it's old school but we can |
1900s | use kind of modern game techniques is |
1902s | like this is really cool it's like |
1903s | really it just it just makes our life so |
1905s | much easier um and I I yeah it's it's uh |
1908s | it makes me happy so I put it in |
1912s | yeah it's all great work it's good to |
1915s | see you |
1916s | did great great job cool |
1924s | I'm sure someone's cringing it the way |
1927s | we uh pronounce it I mean I say akka |
1928s | yeah I'm gonna say akka too so I don't |
1931s | feel weird |
1935s | so cool |
1937s | yeah yeah I love that these like how we |
1939s | can get in this detail and |
1942s | but in the old school style and still |
1945s | make it look old school I think it's |
1947s | really |
1948s | really cool yeah for sure |
1951s | it's quite a it's an interesting one as |
1954s | well because of obviously the four main |
1956s | bosses it's the it's the it's the one |
1957s | achievement it doesn't have the sort of |
1959s | creature element to it so trying to make |
1961s | this one Stand Out amongst the lineup uh |
1963s | we'll see that quite quite an |
1964s | interesting um uh problem that motocrob |
1967s | had to solve and I think he solved |
1968s | amazingly it just everything about this |
1970s | uh this character is just so cool and I |
1973s | mean I remember when we first showed it |
1974s | as well there was some concern over the |
1975s | detail but I don't think we quite put |
1978s | across the scale of his size being like |
1980s | I mean he's three by three I don't know |
1982s | what that would make him in foot maybe |
1984s | like 12 to 15 foot pool which is |
1987s | something yeah yeah it's quite big see |
1989s | yeah yeah it's good |
1993s | yeah I have some words from uh more |
1997s | Skylark so I'm just gonna read this off |
1998s | what she said uh because yeah she's sick |
2001s | and could sadly not make it but she did |
2003s | like both grub and and Skylark did such |
2006s | an amazing job bringing this concept and |
2008s | model to life so yeah it would be nice |
2011s | to like |
2012s | to have them say their say how you say |
2015s | it |
2016s | um so akka was the first boss that |
2018s | Skylark worked on and so achieving the |
2021s | same level of detail as the concept was |
2024s | a new challenge especially given how low |
2026s | fully old school is there was also the |
2029s | challenge of making sure that as a |
2031s | humanoid we didn't overdo the details I |
2034s | mean she made sure that he still fits in |
2037s | with the rest of the game and its |
2039s | characters he used to be a bit smaller |
2041s | but we decided to scale him up to make |
2043s | sure he still feels intimidating even as |
2046s | a human figure which definitely helped |
2049s | and players seem to be a big fan mod |
2051s | ghost also worked in akka giving him |
2053s | unique animations that really brought |
2055s | him to life in addition to his call cool |
2059s | cool battle stances he gave akka a mouth |
2061s | box which really helped him show |
2063s | Expressions during a fight on and |
2065s | honestly like they all three like done |
2068s | such an amazing job I love this boss |
2070s | apart like |
2072s | it's it can be hard to fight you know |
2074s | but |
2077s | I keep dying in the end |
2080s | so the Final Phase move Sketcher yeah |
2084s | it's fun I do think it's a cool concept |
2086s | but uh this is about art |
2090s | um yeah it looks really cool and |
2092s | honestly like I feel like with this raid |
2094s | we just |
2096s | take in Old School to such a next level |
2098s | like make complicated stuff but it still |
2101s | looks old school and yeah like as |
2103s | Skylark said this is her first boss |
2105s | honestly this looks amazing like I |
2107s | thought it was like so cool like you can |
2110s | never guess that this was her first boss |
2111s | made yeah I think yeah it does they work |
2114s | yeah really did an amazing job |
2117s | geez |
2120s | cool I think uh so the last animation |
2123s | yeah the only yeah I the only thing I |
2126s | was going to say is just I know that um |
2128s | uh mod uh |
2131s | mod ghost did a lot of research on |
2134s | um competitive uh was it competitive uh |
2137s | spear fighting |
2139s | that was that was his primary reference |
2141s | for for um spear techniques like yeah he |
2144s | had all the names now like how to hold |
2146s | the spear because he had to go from like |
2147s | holding it and holding it front ways to |
2150s | I can't remember the terminology here |
2152s | yeah and have it like twists he has to |
2153s | like in some of the animation just to |
2154s | like twist down to like throw it down |
2156s | into the magic attack yeah it was really |
2159s | cool it was great yeah |
2162s | yeah I guess |
2164s | um uh spoilers going on to the final |
2167s | boss if you haven't finished the raid |
2168s | then spoilers you're gonna get spoiled |
2171s | spoiled |
2172s | um anyways |
2175s | um yeah hey here's uh here's the wardens |
2178s | so uh yeah um concept by uh my grub did |
2183s | absolutely amazing job |
2186s | um you see some of the reference up |
2187s | there in the original pre-production |
2189s | some shout out to Shadow classes |
2194s | um yeah uh yeah some really cool stuff |
2196s | here |
2197s | um uh uh mud grub really I think yeah |
2201s | really really head out of the park um so |
2203s | so I guess this this next part is all |
2206s | about the wardens |
2207s | um which was my my main area that's uh |
2210s | for the past for the last like two |
2212s | months of the project I've basically |
2213s | just sat down and was was on this |
2215s | um so yeah just I guess again previous |
2218s | slide showing you know the |
2219s | pre-production that we were planning um |
2222s | this this was a board that I ended up |
2224s | making this was a set of um this might |
2227s | look a bit confusing but basically I was |
2228s | going through all the different states |
2229s | that the wardens could be in and trying |
2231s | to plan everything out and go uh you |
2234s | know this is these are the actual |
2235s | animations we need this is exactly what |
2238s | what this is going to be |
2240s | um uh uh just kind of mapping it out you |
2243s | know just getting it visual so that |
2244s | people so that I could understand but |
2245s | then also I could communicate that to |
2247s | other people because |
2248s | um I guess yeah people might not |
2250s | understand but yeah when you go into |
2251s | this we have the mechanics kind of you |
2253s | know figured out but they're constantly |
2254s | evolving and it's and it's a case of |
2257s | um you get put on to a project and it's |
2258s | uh or onto a boss and it really is you |
2261s | know quite a task to understand exactly |
2264s | what is involved with creating a |
2266s | character you kind of have to work |
2267s | backwards in saying it needs to do all |
2269s | these things |
2271s | um and how I'm you know the kind of Kirk |
2273s | I'm going to make it throughout that |
2275s | um throughout those different mechanics |
2276s | and and planning it all out so yeah this |
2279s | is just you know one of the many many |
2281s | you know planning documents that ended |
2283s | up getting made for all this |
2286s | um this this was just a really rough |
2288s | little thing that I want to throw in |
2289s | just just some some funny little |
2291s | sketches here and there so |
2293s | um uh all throughout the process what's |
2297s | interesting to note here is that the the |
2299s | middle concept there the one of the |
2301s | environment you'll see that that is an |
2303s | older version of the wardens environment |
2305s | um initially the wardens environment |
2306s | didn't have the troughs of uh blood kind |
2309s | of running from the Obelisk going out to |
2311s | the different charging platforms |
2314s | um that was actually something that came |
2315s | in quite late and it was really a |
2318s | necessity you can see my really rough |
2320s | version |
2321s | on the right side and the bottom right |
2323s | uh corner and then my jerk kind of |
2326s | stepped in and did some some |
2327s | modifications to the end to the |
2329s | environment |
2330s | um uh so yeah throughout the entire |
2331s | process we're constantly talking to |
2333s | concept and we're getting things kind of |
2335s | changed and and trying to kind of figure |
2337s | out flesh out what this you know this |
2339s | story is because you know we have all |
2341s | those those planning documents we did a |
2343s | year ago and it's you know we we really |
2345s | sat down and flesh things out but when |
2347s | you get down to the nitty gritty it's |
2348s | like you know yes we understand what |
2350s | this room is but I'm trying to |
2352s | understand how we communicate different |
2354s | mechanics and and giving us the Avenues |
2357s | to play with in animation and effects |
2360s | um sometimes we need to go in and add a |
2362s | bit just that extra layer deep you know |
2364s | what I mean |
2365s | um uh with with the concepts of the |
2367s | environment so yeah just just threw in |
2369s | some some little sketches there but that |
2371s | was kind of interesting uh soft and you |
2373s | want to talk to this yeah so I I'll |
2377s | quickly go over the so the model stage I |
2380s | suppose um |
2382s | so the concept was made by modcribe and |
2386s | I got to have get the pleasure to bring |
2389s | it to life and it was honestly really |
2391s | fun |
2392s | um before it was my first boss in old |
2394s | school I made I made plenty embosses |
2396s | before though but not in Old School |
2398s | Graphics so it was a complete new |
2400s | challenge |
2402s | um usually when you make a boss you do a |
2405s | high resolution sculpt in a software |
2407s | called zbrush but for old school it's |
2411s | not really necessary I did feel like |
2414s | however I was more com like comfortable |
2417s | to make it in a sculpt first so I tried |
2421s | to I think I spent a day and a half on |
2424s | the skull just to quickly get shapes up |
2426s | and then try to build a quick base on |
2429s | top of that I'm not sure if |
2433s | it was the best choice but I do think it |
2437s | saved me a lot of time on the skulls so |
2439s | I think a big challenge with wardens was |
2442s | to make was to translate all the skulls |
2444s | from this concept and to actually make |
2447s | them |
2448s | like fit in like because there's so many |
2450s | but they still have to like look good on |
2455s | the boss while not being like too |
2457s | cluttering not yeah not too much and not |
2460s | too few so making like making all the |
2462s | skulls was a real challenge |
2465s | um |
2466s | yeah |
2468s | it's very different from like the |
2470s | background I come like come from the |
2473s | working more like high resolution stuff |
2475s | but it's actually really fun it feels |
2478s | like when I make old school Graphics it |
2480s | feels like I make pixel art like but in |
2483s | 3D which is quite fun and there's like |
2486s | if you're familiar with art we don't |
2489s | have like UV mapping and for like |
2491s | Textures in that way so it saves a lot |
2493s | of time |
2495s | um |
2495s | and yeah if you want a detail you can't |
2499s | usually you can UE map it and you can |
2501s | add the details in it but if you want a |
2505s | detail or like a shadow you have to |
2507s | actually make it a polygon |
2510s | um which is all the soil polygon |
2513s | if you're not aware what that is that is |
2515s | all the squares and triangles that a |
2517s | model is built up of and I'm gonna spare |
2520s | you guys off time on this because I |
2522s | could go on about hour it's made for |
2524s | hours and I think you all will fall |
2526s | asleep |
2528s | um but yeah I have no words of how like |
2533s | how amazing |
2535s | um you might brow like when I saw you |
2537s | bring it like word on this animations to |
2540s | life I was like holy [ __ ] how can we |
2543s | make this in Old School like it was |
2544s | really cool |
2546s | um yeah this is a turnaround render |
2549s | um that I made of the coordinates model |
2551s | just to show it off |
2553s | um I did not get down to have time to |
2557s | render the other wardens |
2558s | um but I did both but |
2561s | um yeah so I this one's the only one |
2564s | that I have a high resolution render off |
2566s | sadly |
2568s | um but yeah I I really enjoyed making |
2570s | them |
2571s | yeah |
2572s | it's funny yeah it's funny you say that |
2574s | you did this this word and it's like |
2576s | you'll see in all my other uh videos |
2579s | that I have coming up uh they all use |
2581s | this word as well because I don't know I |
2583s | I like the other one too |
2585s | yeah yeah he was I guess he was just a |
2588s | fun one to to use for presentation and |
2592s | um he's the one I animated everything to |
2593s | but |
2594s | um yeah here's some here's some some |
2596s | fancy renders of the animations |
2600s | um so yeah this is the initial wake up |
2603s | so |
2604s | um yeah I guess just speaking to this so |
2605s | just trying to really really the kind of |
2608s | overarching story here is just I just |
2610s | wanted to try to make it seem like man |
2611s | this thing has been here for a long time |
2613s | he's kind of almost glued to the floor |
2615s | just kind of either connected to the |
2617s | charging port uh |
2619s | that he's standing on or uh uh it's just |
2622s | been so long that all the dust and and |
2624s | you know age has just left him kind of |
2627s | glued to the floor anyway I thought it |
2628s | was a cool contrast of kind of motion |
2630s | right it's like something coming alive |
2633s | but then still kind of stuck |
2635s | um so yeah |
2642s | I just went to the last frame of him |
2645s | just dead that was |
2648s | I love that part |
2650s | yeah this was a fun one |
2654s | yeah |
2656s | so yeah this is for people don't know |
2657s | this is when the the core falls out of |
2659s | them then you have to attack the core |
2661s | um yeah really wanted to have that that |
2664s | decapitation in there so |
2667s | um I just thought it was kind of cool to |
2668s | that that image of his head just kind of |
2670s | rolling off his shoulders and just |
2672s | falling down |
2674s | um was was kind of a cool cool idea um |
2678s | yeah it's cool to see them like this |
2680s | because in game like you're so focused |
2683s | on like switching gear like getting |
2685s | ready to attack the court so you don't |
2687s | really have time to like pay attention |
2689s | on how good the animations actually are |
2691s | but when you see it like this you're |
2693s | like holy [ __ ] like next time I'll do |
2695s | the boss I'll look at them more and |
2697s | they're they're really cool there's a |
2700s | there's a funny uh trivia thing here |
2702s | where you know like I said before |
2704s | everything has to be within a certain |
2705s | tile radius and and the wardens are no |
2707s | different I think they were five by five |
2709s | something like that |
2710s | um and so uh I had five by five tiles of |
2715s | in-game space to work with and uh to |
2718s | have the head fall off and do that kind |
2720s | of roll uh that is the reason why he |
2722s | takes the step back if I'm being honest |
2724s | so he leans forward |
2726s | um when his core is out but as soon as |
2727s | he's ready to die and his head fall off |
2729s | I I make him take kind of a step back |
2731s | there's no other reason other than to |
2732s | give me space for the head to roll |
2734s | forward |
2735s | um I took it I I made it more like oh I |
2737s | guess he's shocked or or maybe he's just |
2739s | you know flabbergasted reeling from the |
2741s | the attack of of his core being attacked |
2743s | but uh really it's just so I could have |
2745s | his headphone |
2748s | real bad |
2750s | um yeah speaking of core |
2753s | there's a little GIF of the core I just |
2755s | thought I'd throw it in just a little |
2757s | note of like very consciously made one |
2760s | the glow underneath to feel like a |
2762s | roughly a heart shape but also I did |
2764s | look at some uh uh I'm gonna say I |
2767s | looked at some hearts as they beat um no |
2769s | no I I looked at uh what's that what's |
2772s | that thing at like hospitals where it's |
2773s | like beep beep and then oh yeah |
2776s | I can remember cardiograph maybe |
2779s | um sounds about right yeah I don't know |
2781s | um I'm not a doctor but |
2785s | um |
2785s | yeah I made it like that I looked at a |
2787s | cardiograph and just went and just made |
2789s | it cardiogram maybe that's what the |
2790s | chat's name there you go |
2793s | see I told you I'm not a doctor |
2795s | um yeah made it made a beat like a heart |
2797s | that sorry I'm getting fancy I'm just |
2799s | talking |
2801s | um I just I made it beat like a heart |
2802s | that was kind of the idea this this idea |
2804s | of like you're you're attacking it's |
2806s | it's it's Soul you know it's it's its |
2808s | source of power so I thought heart kind |
2811s | of fit that bill uh and then yeah um the |
2814s | audio guys came in and gave it a nice |
2815s | heartbeat sound effect that synced up |
2817s | with that and man when that came in I |
2818s | was like oh yeah sounds pretty good |
2820s | someone from the chat as well as like |
2822s | noticing that it looks like economic jar |
2824s | as well which you know yeah I did that |
2826s | it could have the guts and organs of |
2828s | these uh you know people that is |
2830s | referencing |
2831s | team again so yeah it's a cool little |
2834s | Egyptian reference there yeah I believe |
2836s | that absolutely was what we were |
2837s | referencing with those as well so |
2840s | um yeah here's some so uh I so on top of |
2843s | the the wardens uh animations I also did |
2845s | the effects as well so |
2848s | um I guess yeah just trying to I it |
2850s | feels funny to try to spell out the |
2852s | story of like what each of these things |
2854s | mean because each of these is trying to |
2855s | tell something you know that's that's |
2857s | what I try to do with all the My |
2859s | Everything I Do I guess but you know |
2861s | animation wise just trying to tell a |
2862s | story |
2863s | um the whole idea is that you know a |
2865s | mascot is sending down these little |
2866s | drone type devices you'll see that these |
2868s | are the same devices that are used |
2870s | um |
2871s | that are siphoning the energy out of the |
2873s | the |
2874s | um uh the uh Pantheon when they're in |
2878s | the back of the room of each boss room |
2880s | um so I tried to use these uh for the |
2882s | effects as much as possible I'll say |
2884s | that this one I had to actually oh sorry |
2885s | the other one but |
2886s | um yeah I tried to use them as much as |
2888s | possible in the effects |
2890s | um see actually this is an earlier |
2891s | version where we were going to use the |
2893s | bird for tumikin |
2895s | um I couldn't get a good hippo |
2897s | hieroglyph so I think we ended up using |
2899s | xlarin and amascot symbols which are |
2902s | just inverted in inversions of each |
2904s | other so there's a there's a there's a |
2906s | Wiki trivia at the bottom of the page |
2909s | thank you |
2911s | yeah |
2914s | yeah I don't know if they became too |
2915s | sci-fi I don't know lasers are cool but |
2917s | you know ancient Egyptian machines I |
2920s | don't know it all kind of seem to work |
2923s | yeah it was something that we did talk |
2924s | about a bit throughout the um well the |
2926s | fact that there were automatons in |
2927s | general it's already quite a you know |
2929s | sci-fi meets fantasy but I think it's a |
2931s | fairly understood Trope in terms of you |
2933s | know yeah |
2935s | yeah I remember I think the first |
2937s | streams of it went out I just saw that |
2939s | like as soon as people saw the wardens |
2941s | uh chamber with all the different things |
2942s | going on they're like Ancient Aliens |
2944s | Ancient Aliens so I think people |
2947s | understood it um I guess maybe showing |
2950s | some this is I sort of through the |
2952s | synthesis um actually a prototype of the |
2954s | that first effects you saw where the the |
2956s | laser kind of shoots his chest this was |
2958s | actually a prototype that I did where I |
2960s | was still trying to figure out I guess |
2961s | what this effect should be this was an |
2963s | idea that like a mask was opening up |
2965s | portal underneath them and like kind of |
2966s | like hitting them with a bunch of like |
2967s | magic missiles or something like that |
2970s | um we ended up this actually for some |
2972s | reason didn't export correctly or |
2973s | something like that I couldn't get it to |
2974s | work properly so I ended up coming up |
2976s | with the whole Ancient Aliens thing I |
2979s | guess uh ancient Egyptian devices coming |
2981s | down from the ceiling uh Motif that we |
2983s | ended up going with but |
2985s | um yeah |
2986s | uh just threw that in there just for |
2988s | trivia trivia nerds which I am very much |
2992s | very much a trivia nerd |
2996s | um yeah cool so this yeah uh sorry I'm |
2999s | gonna sorry guys I'm probably gonna talk |
3002s | a bit for these next things if people |
3004s | don't like my voice maybe you know just |
3006s | mute the screen |
3009s | but uh yeah so so |
3013s | um so with modern game Tech uh with |
3016s | modern animation Tech comes physics |
3018s | simulations so uh Keen eyes might have |
3022s | noticed we use physics simulations |
3023s | across a lot of the raids |
3026s | um a lot of the TOA uh raid so uh |
3029s | anything zabax |
3031s | um uh jar that he shoots and hits the |
3032s | ceiling and explodes that's a physics |
3034s | simulation the uh the exploding monkey |
3037s | uh that in the um the applicant room |
3040s | that's a simulation uh the exploding |
3042s | scarab beetle that's a simulation and |
3045s | um I think it all kind of started with |
3046s | this one I think this was the first one |
3048s | I ended up uh doing and then kind of |
3050s | working out the workflow which I then |
3052s | yeah uh me and me and uh mod ghost kind |
3055s | of got it working on all the other stuff |
3057s | utilizing it as much as we could but um |
3059s | yeah so |
3061s | I guess cast your mind all the way back |
3063s | to five minutes ago when I showed the |
3065s | initial concept of of uh the wardens |
3067s | where we had the uh together where the |
3071s | the the the complete Warden and then the |
3072s | warden without its legs which is the |
3074s | Final Phase |
3075s | um and so uh we had this version of the |
3079s | warden in its final form where it has no |
3081s | legs |
3082s | um and uh the trend the you know the |
3084s | story because because you know from my |
3086s | point of view I get a concept that's you |
3088s | know a complete Warden with its legs and |
3090s | the version without its legs |
3091s | my mind goes how can I incorporate the |
3094s | legs uh and tell that tell a story with |
3097s | the destruction of the likes because |
3098s | they have to go somewhere so um these |
3100s | these first two or these two um videos |
3103s | kind of go through my my idea so um |
3106s | initially the idea is yeah the the |
3108s | Obelisk or whatever |
3110s | lashes out the energy becomes too much |
3111s | and it shoots down the canal um that's |
3114s | that's going to the charging port and |
3116s | and overcharges the sky and his legs |
3118s | just can't handle it and they crumble |
3120s | um of course once you go onto the the |
3123s | Final Phase |
3124s | um the one that had its legs crumbled |
3126s | wakes up because it's not fully |
3127s | destroyed its core is still intact uh or |
3129s | at least somewhat kind of in there you |
3132s | can see some energy kind of flowing in |
3133s | there |
3134s | um and uh yeah I wanted to uh have the I |
3138s | wanted to have the legs be a part of the |
3140s | character and so I did this |
3142s | um this initial Sim rotation and I |
3144s | thought this would be kind of cool to |
3146s | have in the Final Phase as well so um |
3147s | you'll see in the Final Phase he has an |
3149s | orbiting kind of debris field of his leg |
3151s | his legs still around him uh which again |
3154s | you can see here |
3156s | um so his legs never left them they just |
3158s | kind of took on a different form |
3160s | um |
3161s | yeah I just do this one and just to show |
3163s | the orbiting leg debris |
3165s | um but uh yeah was uh that was kind of a |
3168s | cool thing uh I just I thought that |
3169s | would be kind of a cool through line |
3171s | because that takes you from phase one |
3173s | and then they're on the ground in phase |
3174s | two and then phase three they wake up |
3176s | and the leg debris kind of circles and |
3177s | then in the Final Phase you know you go |
3179s | to the the final room and you've got the |
3182s | leg debris there it's kind of with them |
3184s | um |
3185s | I like to think they're like they're |
3186s | just pissed that like you broke their |
3188s | legs and they want to hurt you because |
3189s | of it yeah |
3191s | Revenge uh oh yeah Okay cool so that so |
3194s | that's kind of the physics simulation |
3196s | and stuff then this is so this is going |
3197s | under the death animation |
3199s | um this is something I really wanted to |
3201s | put a lot of effort into this is I spent |
3202s | quite a while working on this so |
3205s | um the idea of uh they're finally like |
3208s | because they're being this like big |
3210s | finale I really if I'm honest with you I |
3213s | was given the wardens uh the the wardens |
3217s | um uh you know and given you know |
3219s | roughly about two months to work on them |
3220s | and uh I was a little scared because I |
3224s | was like I have to kind of make this |
3225s | climactic finale to the to the to the |
3228s | whole raid and uh my thinking of of |
3231s | doing that or my my uh my idea of making |
3234s | it feel climactic was to have a really |
3236s | satisfying death anime and so I wanted |
3238s | to have this kind of came up with this |
3240s | kind of rough idea of like him |
3241s | disintegrating and breaking apart and |
3243s | you know getting sucked into the back of |
3245s | the room I didn't really have this idea |
3246s | of what was actually devouring them at |
3248s | the time but just this idea of like them |
3250s | kind of breaking apart this this kind of |
3252s | like he's going for the punch and then |
3253s | he that he realizes his fist is breaking |
3255s | apart and he's like uh like |
3257s | um |
3258s | [Music] |
3261s | animation in the whole raid is really |
3264s | cool and detailed |
3266s | what do you feel like what's the most |
3268s | challenging thing making those |
3269s | animations |
3271s | um I think just getting the the the |
3273s | uh |
3275s | doing it |
3279s | no no like really really it was actually |
3281s | the logistics of it because |
3284s | um oh I threw this in here so this is a |
3286s | weird early prototype of what I kind of |
3288s | envisioned for maybe what was devouring |
3290s | them in the back of the room so |
3292s | um I won't I won't say what in the final |
3294s | is going on because it's a bit of a |
3296s | secret but this was an idea that I had |
3298s | where maybe there's like a portal that |
3299s | opens up that they get kind of sucked |
3301s | into |
3302s | um but uh I guess I guess to to answer |
3304s | your question |
3306s | um uh I guess what was the most |
3307s | challenging thing I think it was really |
3308s | the logistics of like I have this idea |
3311s | of okay |
3312s | they're gonna go for the punch get |
3314s | stopped and just get kind of you know |
3317s | pulled apart as they get fly to the back |
3319s | of the room |
3320s | um and it was just kind of blocking that |
3321s | out and understanding what that was uh |
3324s | and then |
3325s | um yeah then figuring out how to break |
3327s | them up chunks them up into different |
3328s | pieces and and have that you know feel |
3330s | kind of organic you know feel right |
3333s | um it was a really big learning |
3334s | experience just figuring out exactly |
3336s | because because every step you know I |
3338s | actually hand animated the whole punch |
3340s | and then falling backwards and then I |
3342s | had to figure out okay how am I going to |
3343s | get all these chunks to fly to the back |
3345s | of the room and then I how do I make |
3346s | them look like they're getting sucked |
3347s | into a portal and then you know the |
3348s | final you know the finishing touches on |
3350s | the on the final animation that have you |
3352s | know the win streaks kind of creating a |
3354s | Vortex and all the little nice Touches |
3357s | at the end |
3358s | um |
3359s | uh yeah there's a lot of logistics and |
3361s | and I'll say this there's there's |
3362s | something really interesting here again |
3364s | uh uh for the Nerds out there you'll see |
3367s | the numbers one to five on the floor |
3369s | um exactly what I was talking about |
3371s | before we we can only render what's |
3373s | inside a tile and so maybe you're |
3374s | thinking how the heck did he get it to |
3376s | go across five sets of tiles how did you |
3379s | make it go to the back of the room |
3381s | um so uh I'm not I'm sure no one's |
3384s | actually thought that but this is this |
3385s | is this was the design challenge that I |
3387s | had where I'm like well I wanted to go |
3388s | to the back of the room |
3389s | the the the answer to it is we had to |
3392s | spawn five identical NPCs |
3394s | um at the time of death and then play |
3396s | this animation on it with the offset of |
3398s | each NPC added to it so what you're |
3401s | seeing in the final is actually this |
3403s | times five |
3405s | um but across five different NPCs off |
3407s | all with a different offset so |
3410s | um in the end it just looks like one |
3411s | seamless animation that just goes to the |
3412s | back of the room but actually I'm just |
3414s | doing some really hacky stuff to to make |
3416s | it actually render outside the tile |
3418s | um so that's uh again trivia Wiki get on |
3422s | it |
3424s | I remember doing that we were discussing |
3426s | like the potential the potential of |
3428s | having them all like lined up next to |
3430s | each other and how that would work |
3431s | whether that would render properly |
3432s | especially you know |
3433s | between the two different clients we |
3435s | have so yeah yeah that all worked and it |
3438s | looks seamless it's amazing I'm shocked |
3440s | I'm still shocked that it kind of worked |
3442s | like yeah but there you go yeah so we |
3447s | are running quite uh low on time |
3450s | um oh yeah yeah we didn't quite get the |
3452s | rewards uh which is a bit of a shame but |
3454s | I have a feeling that we don't have a |
3456s | chance to go beyond um six o'clock so |
3459s | um yeah potentially in the future we can |
3462s | talk about rewards in a bit more detail |
3463s | maybe do like a reward stream in general |
3465s | to talk about player kit and all those |
3467s | various elements um and you know the |
3469s | process of you know collaborating and |
3470s | getting feedback with the players and |
3472s | all that lovely uh lovely stuff so yeah |
3475s | um I think we have something to show at |
3479s | the end of the stream here |
3482s | which I |
3484s | oh yeah so yeah bye for everyone uh |
3488s | thanks for joining us uh thanks to |
3489s | modbrow and monster fan for joining me |
3491s | here and monster in the background to |
3493s | get it all working and uh should I go |
3496s | for any of the announcements or should |
3497s | we just go straight to the oops |
3502s | thank you everyone for joining and |
3503s | here's a little something |
3505s | um before we end |
3506s | [Music] |
3509s | a long time ago there was a person who |
3513s | went by the name of mod Matt K while |
3517s | working on the game he had an idea one |
3520s | day he wanted to create a treasure hunt |
3523s | harder than anyone knew so he decided to |
3527s | create character clear one and two |
3531s | the first hunt was released and ended in |
3534s | a success it took longer to solve them |
3537s | and one would guess |
3539s | the second one went by a bit too quick |
3542s | as players realized they could just use |
3545s | the Brute Force Drake |
3547s | now we Alex wants to create something |
3550s | even more difficult so the search |
3553s | started to find someone else to consult |
3557s | finally they found the one not looking |
3560s | far across the sea |
3562s | my name is Hooks and I'm an assignment |
3566s | behind crack the cute thrill |
3568s | [Music] |
3585s | Ed |