Posts

Camera mapping a comic: the Ward trailer

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It has been a while since I dabbled in the awesome fun of camera mapping. Recently I bumped into a good reason to get back to that invigorating topic: the comic Ward was released. Marissa Delbressine was working on a trailer for her comic and she thought having a camera mapping of Ward's cover would be an awesome addition. Marissa threw me a pretty smile to which I couldn't say 'no', so I went to work on it. (Marissa happens to be my girlfriend, so I guess without the pretty smile I couldn't have said 'no' either... ;) ) Here is a compilation of the shots I made of the cover of Ward, plus shots of the meshes used to make this scene: Marissa used a couple of these shots in the complete Ward trailer, which you can see below. Note that most of this trailer is not camera mapped: I was personally only involved in the shots at 0:43 and 1:12. All the 2D art and the rest of this trailer were made by Marissa and co. I think the result is great: making a trailer for...

First steps towards massive replays and spectators in Awesomenauts

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One of the biggest challenges for us in the coming period is implementing replays and spectator mode in Awesomenauts . It might not be immediately obvious, but this is actually an incredibly complex problem to solve. We have the very first bits working now, so here is a video in which I show and explain what we have so far: Our first target with replays is to get them working offline, so you store replays of your own matches on your own harddisk and you can email those files to your friends by hand. Storing and browsing replays through online servers comes after that and is still a long way away. We hope that the offline replays can go in beta before Christmas, but right now it seems like that might still be too early for how complex this all is. So why are replays so difficult to build? There are a ton of reasons for this. One is that players need to be able to do live spectating. In high-level tournament matches, we currently sometimes get near to 1000 simultaneous viewers for a sing...

The statistics of our games, part 3: Code

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In previous blogposts I shared the statistics of our games, talking about files and textures and about assets and audio . Today we get to the final part of this short series: code! Code is where size matters most. Not because creating 751 different particle systems wasn't a lot of work for our artists, but because unlike with particles, every additional line of code makes every existing line of code more complex. No matter how many particle systems there are, when creating one, an artist only has to care about that single particle system. The rest hardly matters. With code, the opposite is true: the larger a codebase, the more complex it all becomes. Of course, object oriented design principles say everything should be separated as much as possible, and this is a goal we work hard for, but in practice that is just not always doable. For example, the 15 characters in Awesomenauts all need to interact with each other. Any skill from any character needs to be able to handle interfer...

Extreme transformation of Nauts during development

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Game development is an iterative process. That means we are constantly changing things around. This might be because we experience that certain ideas don't work, or work differently than expected, or just because we get new ideas that are more awesome. This is especially true for characters in Awesomenauts , so today I would like to show a couple of examples of how enormously some Nauts changed in the period from their first conception to their final in-game appearance. The first one I would like to show is Ayla. She started out as an electricity character called Glint. Ronimo artist Olivier made these awesome concept sketches for him: Glint's power is that he can move through enemies and damage them while doing so. That is basically exactly what Ayla's Rage mode does, and thus Glint slowly evolved into the Ayla we know today. Glint's other skill didn't make it into Ayla, as often happens: elements from ideas are combined and morphed until they work, have synergy a...

Visuals that make ideas much more awesome

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A couple of days ago we announced that if our Kickstarter campaign would reach $290,000, we would add a fourth character to the Starstorm expansion for Awesomenauts . Today I would like to talk about the kind of art that came with that announcement. We posted these concept sketches, by Ronimo artist Olivier : This looks fun, and it is also a nice example of the kind of sketching that works really well to communicate ideas. This kind of concept art does a lot more than just show something: it makes others enthusiastic about the ideas. In a company like Ronimo, where all team members are involved in the core concepts, convincing others that your ideas are good is almost as important as having good ideas in the first place. Several of the devs at Ronimo are masters at this, so today I would like to show you some examples of how art can be used to communicate ideas. (I am really bad at this myself, by the way: my concept sketches for Proun are completely incomprehensible for anyone but...

The statistics of our games, part 2: Assets and audio

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Last week I shared the first part of the statistics from our games . Today let's look at the second part: numbers about assets and audio. Plus a bunch of (hopefully) interesting contemplations and anecdotes about them. In fact, I had intended to also include stats about code today, but I typed so much text about all of this that I had to split it further. This series is now three blogposts instead of my originally intended two. Before I continue, let me abuse this moment for a short commercial break by (again) marketing our Kickstarter campaign for the Awesomenauts: Starstorm expansion ! Including PayPal pledges we have by now reached the first stretch goal (a new map) and are working towards the second stretch goal: Custom Games! Now, let's get to the actual numbers! Assets Levels 1 1 42 42 5 3 4 Skeletal animations 12 82 n/a n/a 0 n/a n/a Particles systems 2 10 43 43 2 526 751 Animation templates n/a n/a n/a n/a n/a ...

The statistics of our games, part 1: General, files and textures

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As you might know, we are currently running our Kickstarter campaign for our big Starstorm expansion to Awesomenauts. While we were preparing for that, I was thinking about how much Awesomenauts has grown since launch, and how much further it would grow by creating the Starstorm. Being a programmer, I love numbers and started collecting data on just how much Awesomenauts has been growing. Today I would like to share the first half of those with you! Since I like comparing, I have also added the other games I have worked on: De Blob, Snowball Earth, Swords & Soldiers and Proun. Hopefully you will find this as fascinating to look at as I do! But first, let me abuse this moment to blatantly market our Kickstarter campaign ... ;) We have already reached our main goal, and there are still tons of fun things in the stretch goals, including releasing our editors for modding. So please help make those features possible by backing the Starstorm, and scoop up lots of goodies in the reward ...