over 1 year ago - Old School RuneScape - Direct link

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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