Feel free to get in touch anytime by E-Mailing admin@healingprocessgame.com . Thanks!
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#050. Overworld++!
December 9th 2017 16:23, (Tokyo)

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Okay I had to give one more little update since Iím having fun updating the gameís overworld. I promise Iíll move onto something else next time!



I was trying to work out the geometry of these train tracks, going around a curve. I think this is geometrically correct but Iím not sure. My isometric shapes are an unconventional 9x15 ;) I did it to be special :O . I understand this makes for shapes difficult to construct, but hopefully it will help me create some unique art.





If you have any insight of how to generate / deal with these shapes correctly please do let me know. ( admin@healingprocessgame.com ).

See you again soon!

Sam _____________________________________________________________________________

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#049. Overworld+!
December 9th 2017 16:23, (Tokyo)

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Hey guys, so hereís a bit more progress on the overworld, I am trying to add 1 element per day. Next time I post it there will be vast changes but I thought Iíd give you a little preview in the early stages. Next time you see the overworld it should look pretty special. Maybe in 2 weeks or so!



Suidobashi speedpaint video coming soon. The edit was quite a lot of effort since it was over 30 hours. I hope you enjoy it!

See you a little later.

Thanks!

Sam

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#048. Overworld!
December 8th 2017 12:35, (Tokyo)

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Iím happy to announceÖ Boooom, thereís an overworld!

The first portion of the game will have Charles travelling around on public transport. Once theyíve unlocked a few areas, the overworld will be available. This will not cut out the reason for taking the public transport as many new areas can only be unlocked by initially going there on public transport, or walking around. The overworld will help you unlock new areas, and also do other fun stuff whichÖ Iím going to keep concealed! The overworld will also help players keep track of where they are by splitting up some areas in the game and making it easier to digest.

As for the workflow of developing this overworld, I am just going to spend 10-20 minutes a day on it, making train sprites, etc. thereíll be plenty of time to get it done through the development process and hey, itís a bit of a breather from making other elements of the game.


Iíll be uploading a few times to make up for the lost time and get the date up-to date tonight so please check back a bit within the next 12 hours.

See you later.

Thanks!

Sam

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#047. 24 Hours Later...
December 7th 2017 16:35, (Tokyo)

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This level has literally taken me 24 hours so far. I am about 70% of the way done for the first draft version. Ignore the weird pixel sizes, it's been intentionally distorted due to my friends recently having their work stolen. Itís one of the biggest areas Iíve made so far (2500x1080). The game resolution is much smaller so I've been looking for interesting ways to present it to the player. Iíve been taking a video of the whole thing and Iíll upload it once it's oneÖ hereís a small section of the piece.




And hereís a zoomed out version of the piece(purposely blurred). Iíll let you see the full piece in HD in the upcoming video ;)




I donít consider myself an artist as my initial Ďtradeí, so I think it probably takes me 3x longer than a regular artist to do this level of work, but I must stress that the last piece I revealed (the ice cave) Ė watch the speedpaint video here, was only 800x440, and levels like that take much less time (about 7 hours). So I can do 2 of those in 1 day. I can feel myself getting faster and more skilled though and over the past year have really been able to visualise and present my ideas effectively I think. Despite the headaches, hard work pays off! I donít find this kind of long effort a headache or anything at all. If I mess something up I just think, Ďoh that was wrongí, and power on through it. Watching back my speedpaintings is also good study for me because I can see where I went wrong and not to make the same mistakes from last time.

I think learning from others (although I never watch pixel artists for learning) is important. I sometimes watch oil painters on YouTube and try to mimic them in my pixel art so I really often ignore pixel art rules and techniques (I think). I donít think thatís bad Ė and I think thereís a uniqueness to my work for finding my own angle to approach it from.

Iíll share something a bit different tomorrow. Iíll be done with this level tonight. See you then!

Thanks!

Sam

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#046. Parallax vs. 1 Point Perspective
December 7th 2017 23:51, (Tokyo)

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Hey guys, Sam here. Currently trying to work out the ratio of 1 point perspective levels to simple parallax layersÖ or a combination of the two (harder than it seems).

This is a visual explanation of parallax layers from https://opengameart.org/ It feels like Metroid, Hollow Knight, Mario and basically any other side-scrolling platformer.




This is a visual explanation of 1 point perspective http://thevirtualinstructor.com/ It feels like the pre-rendered background movement in Final Fantasy 7,8, and 9.




Iím aiming to use both parallax layers and 1 point perspective for movement in Tokyo, and only parallax for movement (because itís side scrolling) in the dreamworld. Essentially what my issue is switching between these two systems easily so the player knows what's going on. I think it might be to have Tokyo exclusively 1 point perspective and the dreamworld exclusively parallax and side-scrolling. If you have any insight, drop me a message.

Thanks!

Sam

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#045. Speedpaint Progress / Suidobashi Theme (Short Version) Up
December 6th 2017 23:32, (Tokyo)

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Hey guys, working on something top secret.






In the meantime, hereís another screenshot of the new speedpaint video. I can only dedicate a few hours to it in a day as I am doing some other cutscene animations for HP:T, however itís all coming along well.

I also uploaded the short clip of the Suidobashi theme (fitting to the image) on the Soundcloud player on the right there > this means you can listen to it without going back to the creation video about it.

Iíll see you again tomorrow!

Sam

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#044. Random Plant Generation
December (5th) 4th 2017 17:55, (Tokyo)

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Hello you HP:T followersÖ today I am revealing something Iíve been messing around with, and that is random generation of plants. Itís really interesting to see the patterns you can do with some very simple programming tricks. I am not going to tell you how to program them, because I am basically terrible at programming and Iím sure thereís 100 better ways to do it.


Part 1: Seed Spawning
Essentially I started by making a seed sprite. I then made this seed sprite replicate itself based on 2 things,

a) the image point on the left or the right
and
b) a random number generator

Once a seed is spawned, every 0.1 seconds for 2 seconds a random number is generated between 1-100. If that number happens to be between 91-95, the seed will respawn itself on the image point on the left side. If that number happens to be between 96-100, the seed will respawn itself on the image point on the right side. This means that every 0.1 seconds there is a 10% chance that a seed will be spawned, and there are 20 chances (0.1 seconds, 0.2 seconds, up until 2.0 seconds) of this occurring. After 2 seconds the seed stops doing that behaviour. Now if it has spawned another seed or 2 other seeds, etc. this behaviour will continue in the following seeds until we have a massive mess of seeds on the floor... or nothing at all if by some chance the initial seed spawned nothing, or just 1 seed was spawned and that seed didnít have the luck to reproduce.

So now I knew I could spawn these seeds, or rather, other objects. So I decided I would try to make these plants grow.

Part 2: Random spawning of plants, pixel by pixel.
Using the same logic as before with random numbers, I started spawning 1 pixel from the Ďcentre upperí part of the seed. This would act as a stem seed. Using the random numbers I adjusted the probabilities so that once one of these stem seeds is spawned, it will check for a random number and either spawn a pixel directly up, left or right of the current seed. Again this is a temporary behaviour that gives just enough time for the plant to grow. Now this can go on infinitely, so I decided to limit the growth Iíd set a limiting number of 30 for each plant to stop the plant from flying out of control. This means that once one pixel is spawned it will add 1 to the count of current pixels, and if an explosion of pixels happens it will quickly reach 30, and if that value is above 30 Ė these pixels will not spawn anymore. However, this will result in very predictably sized plants, so I decided to allow these kind of explosions of pixels to happen, I will make the game wait 2.0 seconds after the pixel has been spawned and once the pixel re-spawning itself has stopped respawning, it will deduct 1 from the count. This allows the plant to continue to grow at a random yet consistent rate. Here are two flowers, one has the limiting value and one doesnít have the value.

Part 3: Creation of Berries / Flowers.
So I had created a plant, from a seed I named the ĎMomogo Seedí, Iím not sure why but this name just came to me, and I decided it would be nice if this plant spawned some fruit. I set the random fruit generation to happen every 0.2 seconds or so while the plant is growing, but only if the random number hits 33 or 34. This gives a chance for the flower to grow and not too many berries to be produced. I realised quickly that the plant could still grow quite large and spawn too many berries, which I had allowed Charles to collect to restore LP, and the balance of the plant was thrown off. For this reason, every time the berry is spawned, it adds 30 to the limiter, and remember once that limiter goes over 30, the plant stops spawning altogether. This means the plants usually are grown with between 3-6 berries, but of course itís still completely random how the plant will look and how the berries will act. I drew a berry and then cut it down like this to make the berry growth animation. Iíll make a new one now to show you how it was done.

Hereís the full sizeÖ and hereís cutting down a little frame by frame to achieve the growth animation effect. This is really easy and can be done in about 3 minutes.

As you can imagine, spawning each of these tiny pixels as a new event is completely taxing on the PC and the game quickly slows down. You donít want to make 20 plants at the same time to end up with 2000 or even 4000 different instances of an image in each of these pixels. To combat this I am making each of these pixels with the same name save themselves as a single image each time they reach a certain amount of pixels, so every time, for example 200 instances of the pixel are spawned they are all merged into 1 image, 1 instance and they donít cause any problems for the CPU. This cuts down the instances from, for example 4000 to 20, which as you can imagine is much easier to process.

With this whole plant generation thing, I have thought of many possible ideas such as vines that follow Charles, or plants that spawn and drop their own seeds before withering away. This can create a continuously growing environment which is really appealing to me and will hopefully look really nice if done correctly.

Right, thatís enough for today I think! I am not going to elaborate too much on this method because I donít want people to see the final result until the game is out, as this method will most likely create very important visuals in the game, not only for plants, but for attacks, other environmental elements, you name it. The possibilities that open up even with very simple ideas are astounding and I look forward to exploring this further.

As always thank you for reading. This whole flower growing process reaaaallyyyy reminds me of the song Ingenue by Atoms for peace, so I am linking it below as the track of the day.


Sam

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#043.5 A Random Tree
December 4th 2017 18:12, (Tokyo)

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Hey guys, still editing a video, itíll come soon.

In the meantime here is a randomly generated tree I made (first attempt) versus a hand drawn one.


Okay thereís still some way to go, but I think I can make the game program well drawn pixel trees with some time and effort. That will be awesome! :)

See you in a while when I get the video finished.

Sam

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#043. Back to Speedpainting After a Detour.
December 3rd 2017 18:21, (Tokyo)

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Finally got back to speedpainting this area after a slight detour (secret ;] ). I can't share everything with you or there will be nothing left for the trailer!



With any luck I'll have the video to share soon.

Recently I have been skimming through various artists work, picking up some ideas that I like, and one artist I've been inspired by is Tomi Ungerer. He has some weird sexual work that doesn't really interest me but I like these two pieces of art below (one, possibly both war-related). You'll probably see some kind of manifestation of that in the game as the progress continues.







Of the questions I've asked people about whether they'd like to see more videos of Tokyo, or speedpainting, or random talking - the priority of people's interest is completely different so I'm just going to have to do more of everything. I suppose that works for everyone!

See you again tomorrow! Drop me a message at admin@healingprocessgame.com if you have anything to say about my game, good - preferably bad. Thanks!
Sam

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#42 Gardening Process: Tokyo?!
December 2nd 2017 16:21, (Tokyo)

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Hey... I am getting carried away with this random generation of plants...

I feel like I am making a gardening sim haha.


I am going to keep going down this route but I'd like to know if you're more interested in music / programming experiments (like this) / story talk, or level / art speedpaints? Thanks! I'm doing all of them but I can only share so much so let me know what you're interested in.

I'm going to be uploading some videos soon too!

I'll be back in a short while.
Sam

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#041. Procedural Generation!
December 1st 2017 23:41, (Tokyo)

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Hey everyone! I wanted to introduce some random elements and fun stuff for the player. Despite all of the areas being drawn by hand and very specific, I thought it'd definitely be fun to include some procedural generation. Such as plants and various attacks. Adding this kind of random element into the game keeps things fresh.

Here's an early procedurally generated plant I made today while messing around. The design is pretty primitive and the berries help you keep your lucidity in the dream world. I thought it would be nice if Charles plants the flower himself and it grows during battle to help snap him back into in-dream conciousness, either that or a support character will throw some seeds around and Charles can collect the berries. The possibilities are endless and I'm currently trying to work it into some kind of attack, (flower bomb anyone?). The possibilities truly are endless and it's going to be a lot of fun. Here's the image.


As you can see by the following image, the results can be very varied using the same code:

Right, that's all for now. There are lots of new videos and footage in the pipeline, so keep updated each day.

As always, thanks for joining and supporting the game!

Sam

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