ANATHEMA - Video game made using Daz

PiscesdreamsPiscesdreams Posts: 91
edited October 2016 in Art Studio

Hello all,

I am finally coming out of lurking as I wanted to share a project that has been in the works for quite some time now.  I am part of a small team that is making a PC game that is now greenlit on Steam and we have been using Daz to create our art assets.  I'd love to get some feedback as I'm still not an expert at Daz but love the tool.  NOTE: Almost all screenshots are from an early part of the game, hence the similarities.

In-Game Footage:

https://www.youtube.com/watch?v=9dMhtjTeaR4

 

Steam:

http://steamcommunity.com//sharedfiles/filedetails/?id=441396045

 

Screenshots:

 

Concept Arts:

Post edited by Chohole on

Comments

  • algovincianalgovincian Posts: 2,616

    Awesome! Congratulations.

    - Greg

  • I love the screenshots.  The backgrounds are beautiful.  Congrats on getting greenlit to Steam.  What game engine is being used if you don't mind my asking?  I don't make games, but my sons have been making a few small games and learning lots about game making.  I'm just curious.

  • algovincianalgovincian Posts: 2,616

    I love the screenshots.  The backgrounds are beautiful.  Congrats on getting greenlit to Steam.  What game engine is being used if you don't mind my asking?  I don't make games, but my sons have been making a few small games and learning lots about game making.  I'm just curious.

    I'd be interested in knowing what engine was used as well. FWIW, I have some experience with Unity from a few years ago, and it has made some major strides since then. It's a free download with paid options:

    https://unity3d.com/

    - Greg

  • Thanks for the kind words! I am using Clickteam Fusion 2.5 Developer. Matter of fact, it's actually on sale for very cheap with the Humble Bundle right now. 

    https://www.humblebundle.com

    I have thought about going to Unity due to the improvements it has made in recent years. Plus, I really want to be able to use my Mac more for development.

  • NovicaNovica Posts: 23,887
    edited October 2016

    Edit- removed, watched the video and it is easy to see. I based the comments on the screenshots, which were different. (too dark, saturated, made the characters hard to see.)  Hope it goes well for you, love the action and overall tone- very professional!

    Post edited by Novica on
  • I missed your original comment but I can definitely see what you mean by the screenshots.  It's an ongoing challenge to make sure the characters don't blend in to the backgrounds.  I look forward to showing more soon!  I hope to have a playable demo available by the end of the year. :)

  • NovicaNovica Posts: 23,887

    Just looking at the screenshots: I said the backgrounds were too saturated/matched your figures too closely- to perhaps de-saturate the backgrounds a bit or add a layer of white/gray so they are a bit subdued (not fogged out, just a bit lighter. Doing de-sat with the white layer makes the backgrounds less attention getting.  The other thing was the amount of detail in the background- the tree branches in the still shown on the thread- too many branches, distracting. But in your video it would go by so fast, it's not an issue. So I deleted as the video gives an excellent sampling of the game.  Really like what you're doing :) 

  • That's an interesting idea with slightly desaturating some backgrounds.  I will definitely keep that in mind when I'm trying to separate the sprites from the tiles.  Thanks for the tip! :)

  • NovicaNovica Posts: 23,887
    edited October 2016

    That's an interesting idea with slightly desaturating some backgrounds.  I will definitely keep that in mind when I'm trying to separate the sprites from the tiles.  Thanks for the tip! :)

    Sure!  Are you rendering in 3DL or Iray? In Iray, the Apocalyptic lights by Dumor give an overcast day feeling (but there's full sun too)  Check out the outdoor light version. In my thread (here in Art Studio) I just did some portraits using that set, and also Jackson's Field, and you can get a feel for it. (And it's on sale during the PA festival, it's not a New product.  Edit- this post will give you an idea of the more "muted" look, like the overcast day. It was just a piddling render I did last week, wasn't going to share it, but the product (Jackson's Field) was on sale today so I did.

    Post edited by Novica on
  • Very nice! I appreciate you letting me know.  I may have to look into this.

  • bad4ubad4u Posts: 684
    edited October 2016

    Watched the video, nice work !

    One question though: I'd like to purchase the full humble clickteam fusion bundle to try out the fusion 2.5 developer, but would I get a standard download for Windows or do I need Steam to download and install ? I've seen you need a yoyo account for registering, but not sure about Steam being optional or a 'must have'. Not going to install Steam here, so that would be a deal breaker for me.

    Post edited by bad4u on
  • Steam is required the for Fusion 2.5 standard or dev. However they do offer a conversion for I think $10. 

     

    Im just curious why you're not wanting to install Steam to activate the keys though? Not judging, I'm just curious.

  • bad4ubad4u Posts: 684
    edited October 2016

    Sorry, couldn't answer yesterday as the site was down when I was online.

    Answer is simply I don't support DRM platforms or content encryption (I know it's not always possible, but as far as I can avoid it). That's all.

    So thanks for the information, it wasn't clear if Steam was optional from the description, at least not for me.

    But I wish you guys success with your release ! :D

    Post edited by bad4u on
  • That makes sense. I tend to forget Steam is big on DRM.

    As mentioned they do offer a conversion to the stand-alone with no DRM but it costs $9.99 per item to do that. But that's still much cheaper than outright purchasing it.

    Thank you for the wel wishes! What you said lets me know we should consider other platforms for our game besides Steam so that it is DRM free for those who want it that way.

  • algovincianalgovincian Posts: 2,616

    Thanks for the kind words! I am using Clickteam Fusion 2.5 Developer. Matter of fact, it's actually on sale for very cheap with the Humble Bundle right now. 

    https://www.humblebundle.com

    I have thought about going to Unity due to the improvements it has made in recent years. Plus, I really want to be able to use my Mac more for development.

    I picked up the whole bundle the other night, and I could be wrong, but I think I remember seeing a Mac editor in there? I believe it's a recent addition to the bundle, so you may want to look into it.

    While I've got your ear here, what platforms are you planning on building for? Are you able to use/control mipmaps in Fusion 2.5?

    - Greg

  • There is a Mac version but it just released with this bundle and has limited extension support so it's a little bit bare bones at the moment.  Our game uses a lot of 3rd party extensions that would be up to the developers to port over to OS X for compatibility. But that's just because of the extensions we've chosen to use.

     

    It doesn't necessarily support mipmaps in a typical sense. But it is possible to manually create a variety of sprites and designate their scale manually. You would just have to load based on whatever mipmap setting you have in your global values.

     

    We are for sure releasing on Steam, and are considering other platforms such as Desura and GOG. We are also in talks with a console manufacturer but per our NDA we can't talk about this yet. Though it's not looking promising yet until the middleware improves for better console performance.

  • algovincianalgovincian Posts: 2,616

    Thanks very much for taking the time to respond - it's greatly appreciated. Got the thread marked, so be sure to post updates and let us know when it's launched.

    - Greg

     

  • Anytime. It will be a while for the full game to launch but the demo is projected to release by the end of 2016...if all goes well. :)

  • KnittingmommyKnittingmommy Posts: 8,191
    edited October 2016

    I ended up getting two copies of Clickteam Fusion, one for each of my boys who have been playing around with making their own games.  They have been having fun with it so far.  One is currently engrossed in reading all about the physics engine.  :)  So, thanks for giving me the information on this.  Good luck with your game.

    edit: grammar

    Post edited by Knittingmommy on
  • Thanks for the well wishes!  Enjoy CF!  Don't forget to register on their forums for any questions.  There are tons of us there that can help. :)

  • This looks great! Are you gonna get people beta test this?

  • Thank you!  I haven't decided about a public and/or private beta yet.  However, our demo should be available by the end of the year. That's what we're shooting for at least.

  • Hello all.

    We're gearing up to release our public demo, but we wanted to get some testing in on a variety of machines and GPU devices before release to get an idea of performance to hardware. We are looking for a handful of testers so if you are interested, please PM me.

    Thank you!

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