These weeks we have been working on improving the depth feel of ‘FairyTales’ and creating a better environment, so we have not such a spectacular advance as the previous to show you.
This time we are going to show the progress that has had one of the decorative elements: the trees.
As you can see in the first version, roots had no integration with the ground and connections of the branches was very visible. li>
In the second iteration, the angular shape of the trunk is corrected and the joints of the branches to the trunk are hidden, the union of the roots with the soil is improved and softens the contrast of light and shadows. li>
Finally, in the third version, the tree has a knobby texture, and joints (both the root and the branches) can hardly be seen. li>
At first glance it may seem like a simple advance but we want to get a high quality game and we’re polishing every detail.
Again, we hope you like.
And if you want to support us you can do something as simple as sharing the project with your acquaintances 😉
This week we want to show you the early version of the animations from the new design of the fairy in Fairytales.
We are amazed how easy it is to use Spine (EsotericSoftware) to make a 2D character appears to be 3D:
Although we are still developing the character, here you have the idle loop so that you can see it, and compare it with the previous version:
After going to GameLab, PAD Congress y IBDA in Barcelona, we decided to start working on an improved version of the fairy from FairyTales.
We like a lot the prior fairy version but we decided to make her a bit more girl and a bit less baby. In addition, we seize the opportunity, and the new version will have many more bones, allowing us to add and enhance even more the animations.
Among the three events we have received much feedback for our game FairyTales, that people very liked. Especially they praised the control and the game art, stating repeatedly that production levels were very high, and every detail in the game was very carefully handled. All that, considering that it is in a pre-alpha version. More info →