You know what it’s like when you’re hungry. Your stomach rumbles, your mind slips, and before you know it, you’re dreaming of double-decker sandwiches and endless ice-cream sundaes. Nour is an upcoming game from indie dev Tj Hughes about these fantasies. An interactive art game with no goals or objectives, Nour lets you play with animated food presented in beautiful, bubbly hues. Everything we’ve seen so far bursts with color: a shower of rainbow sprinkles on a bowl of ice cream; ramen noodles sloshing through broth; exploding kernels of popcorn; slices of toast springing across the screen.The idea for Nour started two years ago when Tj tried bubble tea for the first time. "It was just this amazing drink," he says. "I loved the colors and the flavor of it, so I made a 3D model of a cup of bubble tea, wanting to nail the feeling of this food in 3D form. I did that and the response was really interesting, like, 'Wow, I crave bubble tea now, this really makes … [Read more...] about Anime and bubble tea inspired this food physics sim
Animated 3d objects
[When last we left off], I went over twelve principles of animation put together by the Frank Thomas and Ollie Johnston gleaned over decades of working at Disney. These principles were developed as guidelines while drawing still frames on paper repeatedly, and they still apply. However, technology and understanding of the medium have continued to evolve. The field of animation has steadily moved into the third dimension and brought a whole new way of crafting movements with it.Principles of 3DWhen you’re dealing with 2D animation, any sense of angular change is an illusion. Artists use perspective, shading, foreshortening, and a host of other visual tricks to make you think that the drawn image has depth. Unfortunately, this sort of content creation is incredibly labor-intensive. Viewing angle and composition was set in stone quite early on for traditional 2D animation because any little change made to the character like a different costume or a change in viewing angle could … [Read more...] about Animation Primer (Part 2): The Third Dimension
I’ve been meaning to talk about how game animation works in general because it’s such an integral element to contemporary video games. Unfortunately, it’s also one of the broadest and deepest elements in entertainment today, which means that it’s very difficult to talk about any specifics without everyone involved understanding the fundamentals first. There’s a lot involved - animation in games is incredibly complicated, because it builds off of general animation principles (art), as well as technology (engineering), and is used in different ways in games (design). So, over the course of several posts, I’m going to try giving you all a primer on how game animation works. I’ll start from the most basic core principles (the twelve principles of animation), then move on to game-specific animation and how animators deal with it, and finally talk about how the animations work from an engineering perspective.That said… let’s begin. First … [Read more...] about Animation Primer (Part 1): Core Principles
[When last we left off], I had given a quick explanation of how the move to 3D animation allowed animators the ability to create a motion and then view it from many different angles thanks to the combined power of math and the CPU. This would work just fine for things like television and film, because the media always play the exact same way each time viewed. There are, however, other issues that come up when we have to animate things in real time, such as in video games. Here’s what I mean.Observe Ryu throwing a hadouken from SF3: Third Strike. It isn’t just his arms and legs moving, but also his clothing, belt, and headband. These were all hand-drawn animations that took all of that motion into account, and the entire animation is one single piece. Early on, 3D animators would do the same thing - animate all of the secondary motions the same way each time. However, as the movements become more complex, this became less and less feasible.In Legend of Zelda: Breath of the … [Read more...] about Animation Primer (Part 3): It’s Automagic!
Isometric role-playing games have long been a strong format for exploring interesting storytelling ideas and fascinating tabletop game mechanics. In the last few years, a number of notable developers have returned to the genre. Last December, Polish game dev Fool's Theory and publisher IMGN.PRO teamed up to release Seven: The Days Long Gone, a new entry in the genre that focuses on stealth and, remarkably,, 3D platforming. When we decided to stream Seven last month, we did so because we felt it was notable that a developer was pushing some of the genre's technological boundaries, creating more wide-open spaces and multiple terrain levels for players to navigate. You can watch the full hour-long stream above, in which Fool's Theory project lead Jakub Rokosz and world and story designer Karolina Kuzia-Rokosz join us to discuss the game's technical achievements, as well as its design and story conceits as well. To help other developers better … [Read more...] about Making 3D climbing work in an isometric RPG: Seven: The Days Long Gone