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Tuesday, June 18, 2013

Look up! (Epic New Trailer Released)

I've just finished a new trailer for Lifeless Planet. The new trailer unveils a bit of the game story and reveals several new scenes. Check it out at the top of the page.

If you like the music from the trailer, you can get it on bandcamp! This epic score is another composition from the game's official composer, Rich Douglas.

And in case you missed it, a few weeks ago I posted a progress update on Kickstarter:
First the good news: I've officially begun work on level 20, of 20! This is still not alpha, but it's a big milestone. I'm extremely happy with how the end of the game is shaping up and I can't wait to share it with you.
The bad news? I now realize how much more work is left to do. While every level is now either alpha quality or at least is roughed-out, there are a great many details and elements that need to come together to bring all of the parts into a finished, polished game. On the other hand, I'm hopeful that things will start coming together quickly now. The guts are all there, so it's just a matter of pulling everything together and filling in the blanks. Read More>>

11 comments:

  1. New trailer gave me chills. How long before preorder comes up? Cannot wait for this game!

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  2. Thanks!! I don't have a definite release date but I'm shooting for Sept. Probably will come a little later but hopefully not much! Sign up for the email list (upper right) and I'll let you know the second it's done... Thanks again, Dave

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    1. what platforms will you be releasing this on?

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    2. PC & Mac first. I may release to other platforms later if there is demand/support. What platform(s) would you like to see?

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    3. Ps3 Would Be Nice Since Thats What I have

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  3. Looking really good, cant wait to buy this :)

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  4. Really fantastic stuff! I really liked the voice acting haha great job! I realized your level art style is exactly the sort of thing I've been trying to achieve in my own game, and I was wondering if you have some tips on making levels? I'm honestly really bad at level design and I never know what to add to a level to make it look as detailed as yours. Thanks if you have any suggestions! :D

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  5. Thanks, Matt E! In terms of level detail, I always try to start with reference photos. Search the web for images of the type of terrain you're trying to create. Try to notice the colors and details in a photo, and then you're halfway there to recreating something realistic.

    I also work very hard at restricting my color palates. For example, rocks or walls will tend to take on the color of the dirt in an area. So you don't need to make everything the same color, but it looks like some objects are out of place, try shifting their color towards the color of the ground or other objects in your scene.

    If you're doing 3d objects, be sure to learn how to create and apply Normal maps. These give objects a much more realistic, detailed look that you can't get otherwise.

    Hope this helps!

    Dave

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    1. Thanks so much! I will definitely try those out! Also another thing I realized was that in some of the levels you had a lot of random shapes and objects (such as the short pillars that made up the floor in one of the levels) I was wondering how do I determine what geometry (even if it's abstract) do I put as detail? What kinds of shapes do I want in a level and where do I put them? Sorry if those are general questions but thanks for the help! :D I can't wait for the release of Lifeless Planet!!

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    2. I think this question answers itself once you decide what kind of environment you want to create. If I'm stuck on something like this I go hunting for concept art or photos to find some inspiration. The trick is not to copy something else but use these to inform your design. It's easy to get stuck on ideas and you end up putting crates everywhere. But when I look at real-world photos I'm always surprised at all the objects I forget about (and many games do). And then you also have to drop things in the level and then just see how it feels. I do a lot of adjusting once I get a chance to run through the level and see how it feels "in person." Thanks again!

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    3. Ahh okay that really helps thanks! :)

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