I'm tired of all these "3D" games. Can't big developers use something else other than polygons?Neat idea but man I'm getting real fatigued of 16bit inspired "indie" games.
Well the dev's inspiration is a mix of graffiti art, old style cartoons, and the wet rain-logged decay. He wanted a kind of graffiti style for the logo. Not sure if he exactly succeeded, but I think it's the best version compared to all the styles we were critiquing before the KSLooks interesting, I like the animation, but I kinda hate the typography they used for the logo. Seems petty, but just looks off and unprofessional.
Hope this comes to PS4 with enough funding.
I'd like to see this.It's the latter. If you guys are interested in the technical stuff, I can dig through the Devlog and found the post where the dev discussed how he does the animations
Looking at those gifs, the way the tail never teleports and the way the legs are completely grounded, I'm pretty certain that the animations aren't actually sprite animation. Though I'm not sure if it's a 3d model or a bunch of little 2d parts that blend together because of the solid color.
Either way, the there's a lot of effort going into making the game look like that, making a straight up 3d game would probably be less work, depending on a person's expertise.
Here you go:I'd like to see this.
If people are interested, I could go into more detail. The very basics of it is very... basic. You only need two functions: one to determine the distance between two points and one to give the direction as a vector from one point to another. With that you can emulate "chains", i.e. points moving about freely but being stuck to other points at certain distances.
So in my game, the player consists of two such points (upper/lower body) and the lizard consists of 3. Then I attatch to that additional points for limbs and so on. For example the tails of the creatures are several such points chained together.
On top of this stuff I draw the creatures, using simple sprite mechanics such as rotation. For example, the arm of a creature is drawn at the shoulder and then rotated towards the location of the hand point.
This is the reason why the creatures are one, solid color. In fact they consist of several sprites overlapping each other in awkward ways, and if there was any kind of shading on the sprites this would be visible. If I worked in a more reasonable software I could compile the whole body of the creature to one picture and then shade it, but I'm not, so the flat colors are staying. Instead I've tried to adapt my style so that it'll look ok.
When it comes to the more specific movement of limbs and so on it's a great deal of faking going on. The lizards for example do not grab on to stuff and pull themselves forward. Instead they move about with a magical force pushing them in whatever direction they are going. When a limb is too far behind the body it goes into a "search mode", looking for possible grasps in front of the lizard. Such a thing might be a wall, a pole, a platform or whatever. When it finds one, the limb connects to it, and then passively stays there until it's left behind by the body again. The magical propulsion force of the body is dependent on how many limbs are currently connected to terrain, making the speed of movement uneven and synced to the movement of the limbs (few limbs grasping - slow movement of the body).
If there is demand, I could make a more in-depth technical tutorial.
Here you go:
The Devlog is fascinating. If you have any interest in game development, and want to read a meticulous and practically step by step account of how the game went a mere concept to a generally complete product, it's just so intriguing
Was sold at "slugcat". My fiance loves slugs and we can't wait to play this awesome looking game.
Put in for the $120 to help design a creature. SLUUUUUGGGGGGGGSSSSS
Slugs are so cute, and yet they're consistently one of the most feared animals up there with rats, cockroaches, and snakes![]()
Yeah it's so goodDo people actually fear slugs? It seems they fit more gross category for most people. If they want to be taken seriously they should get shells.
Anyway, I am blown away by the animation they got going in this. Seeing the creatures slide through bending narrow passages so fluidly is just... awesome.
If anyone's interested, here's the download link (.rar) to try the early movement prototype demo. It's really early, from 2011.
There are no enemies and you can't balance on poles, but you can climb around and see how the slugcat moves and animates
Player 1 controls are Arrows for movement, K to jump
Player 2 controls are ESDF for movement, Q to jump
This doesn't really look much like any other indie game.Neat idea but man I'm getting real fatigued of 16bit inspired "indie" games.
If you hadn't seen, there's a movement prototype demo to try, if you wanted to test out the slugcat movements. Check my post earlier on this page. Just know that's from all the way back in 2011 so the animations and art have been improved since thenThat looks stellar. Man, I love the way that slug cat scampers around
Wasn't mentioned on the KS page, but those pups are totally optional. But then you have to deal with the whole dynamic of being their protector and gathering food for them.
You can even kill them yourself.
Or try to
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According to the dev, stuff like this isn't common, unless you actually try to kill them.Aww man, sold.
...the pups are able to have a few template attitudes towards other enteties, NEUTRAL, FRIENDLY, FLEE and HOSTILE.
This means that in a situation where you kill one of the pups, the others might consider you something to FLEE from or be HOSTILE towards, and then the same AI as when those behaviors are applied to a lizard can kick in.
As you can see the green one is quick to grab a spear and kill me. The others are just trying to flee. You may also notice that the green pup doesn't throw the spear until there are no siblings between it and its target - me.
Now, a situation where the pups are hostile like this likely won't occur in the game, unless you murder one of the pups in front of the others while no lizards are even around. But the same behavior can, as said, be applied to lizards as well.
The pups have different personalities, and the green one is the violent, heroic and brave. When you find them he is holding a spear, and guarding the others. He always wants to carry a spear, and if he doesn't have one he'll pick up whatever weapons he can find around the levels. The HOSTILE behavior is more or less reserved for Green, he is the one responsible for protecting his siblings, and if the player betrays them or if a lizard is carrying a pack mate off towards its den he'll try to use his spear.
I've actually had him "rescue" me once, when a green lizard was carrying me away he lodged a spear in its back. Sadly I was already dead, otherwise that would have enabled me to continue playing.
The other pups are also able to use weapons, but only in panicked situations when a pursuing enemy is getting too close. At this point I don't know exactly what their personalities will be, but I'm contemplating having one of them sickly or injured, so you'll pretty quickly have to decide to get rid of it.
Im in.
haven't seen animation that great since Hyper Light Drifter's update:![]()
According to the dev, stuff like this isn't common, unless you actually try to kill them.
honestly, we've been sort of wracking our brains to figure out what to do for stretch goals that would generate some excitement but also wouldn't compromise anything. as Joar explains it, there is a kind of grey area no-mans-land between "comfortably funding Rain World as it is" and "totally rebuilding as Rain World 2.0 so its super slick". We sort of use the analogy of Spelunky vs. Original Spelunky, although its not quite that extreme.
RW2 would guarantee all the cool jazzy stuff: multiplatform, internet multiplayer, much easier console porting, etc etc., but is still quite a bit out of our grasp at this point. RW1, we can probably bolt on some cool stuff beyond the original scope, but Joar is already stretching poor Lingo to its breaking point, so without actually doing the work, its unsure how far exactly we can go with it.
Which makes me very relieved to see people say "more rain world" as a stretch goal, because we know for sure thats possible.
NEW GOAL: $50,000
* Rain World on Linux!
* Migration to a more modern programming language! (with all the technical improvements that brings with it)
* Freedom from current limitations!
* Significant polish and an improved game experience for all
* A.I. enhancement, for smarter prey and even more cunning enemies!
* Expanded future possibilities!
Should be feasible. It's already at 34k with 23 days to go.Stretch goal announced
Bats don't hunt lizards, but they tend to flock around them because they enjoy picking on them, and because they know the risk of Slugcat ambush is smaller if they're hanging out next to a lizard.
On the questions of the game world layout:
The game world consists of many interconnected rooms, that you can move between metroidvania style. Some of these rooms are "swarm rooms", where the flies swarm and where you go to hunt. The swarm rooms can also be played as stand-alone challenges in custom mode. My idea has been that once you have traveled to a swarm room in world mode, it would be unlocked and appear in the menu of the custom mode game types.
On lizard personalities:
Lizards come in a few breeds, identified by head colors. These all have different abilities and feats. Green is the "tank", big, slow, lazy, stupid, but takes a lot of abuse. Blue is the "ninja" lizard, smallest in the family, with the least health, but with the ability to climb on walls and in ceilings, and with a sticky tongue it can shoot at you. Then there are a few others, and then there's red. If you see red, run
@ Anthony: there have a been a LOT of requests for PSVita, (and hey, its a cool system!) so that's something we are considering for the future. You are exactly right too: one of the main reasons we are looking toward Unity is how many platforms it works with. But I don't want to get too ahead of myself, lets hit that Linux goal first!![]()