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Naila

Compulsion Team
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Everything posted by Naila

  1. @Zhuzha 1) It can be a roguelike or not, we now leave it up t o the player. But definitely story driven. 2) Correct, because while we wanted to give the season pass to everyone, we have too many Early Access players compared to Kickstarter backers, it would have been a big loss. But all the Early Access players get the pre-order bonus ( The Jolly Brolly weapon) 3) Yes
  2. DLC and what it means for us We’re really excited about DLC. Sounds weird, but it’s an opportunity for us and is really great from a studio management perspective. We want to explain a bit about why. In our case, work on DLC will begin once people finish their work on the main game. When we ship on retail, we have months between “content lock” and seeing the game on shelves. This time is for ratings, submission, and manufacturing. During this time, our art, design and animation teams can’t build new content - no new locations, audio, narrative, or anything. We can fix bugs, but inevitably these teams run out of work. Towards the end of the project, you have only programmers working on it. So, what do you do during this time? You could start on another project. Problem is, you need your programmers to do that. And, even if they were available, we would need to have a core concept ready to go - something that, for example, Guillaume and Whitney had been working on for a while. However, while we’re shipping, they’re focused almost exclusively on the current game. In the meantime, our artists, LDs and animators twiddle their thumbs. With DLC, they can get started immediately on creating random, crazy shit that we couldn’t put in the game. It can be non-canon, we can try out new ideas, although of course each of these has to turn out as a really cool piece of content to explore. And, it’s efficient - we can create cool new things without the stress of creating a new universe, and as a bonus, we can keep everyone busy doing fun things. DLC for us is not “carving out existing content”; it’s building new content that we wouldn’t have been able to do as part of the main game. It’s risky, because now that we’ve announced it we’ve committed to it. It’s our first time doing it, so maybe in a year we’ll have a different opinion. In the meantime, once work on the game finishes up, we’ll have a bit of a rest, and then dive into the wacky world of DLC. We hope this helps explain why we’re doing all of these things, and why it’s such a positive thing for us and for you. In the end, We Happy Few on 1.0 is going to be a much, much bigger We Happy Few than we originally planned, and the DLC will be extra content for those of you who are interested in spending more time in the universe. Kickstarter Backers and Early Access Players Alright team! So many of you have been with us since the early days. The increase in scope to the game just means Kickstarter and Early Access players are getting a bigger version of the game than you did previously. You’ll also receive the Jolly Brolly weapon! It’s a silly item which should make for some fun gameplay moments. For Kickstarter backers, we wanted to make sure that you received the Season Pass for free. None of this would be possible without you. And, as a small surprise for the beer tier, to prove that even a little support has a big impact, we’re sending all of you a free digital copy of the game. Thank you for believing in us. Life In Technicolour Today has a bunch of major announcements, and last but not least is that the Life in Technicolour update is now live! This is our last major update in Early Access, and contains a major overhaul to AI, UI, Joy mechanics, and much more. You can check out the update video here: And the full update notes are available here. Thank you all for your continued support. We couldn’t be here, doing this crazy thing, without you. As always, we are very happy to respond to any questions, positive or negative comments. Although bear with us, as it’s likely going to be a busy couple of days for us. Compulsion Team
  3. The game we are now planning for 1.0 is a full sized, retail game. The stories of our three characters were rewritten, the quality of our encounters and world has been dramatically increased (that’s what the Clockwork Update was all about - refactoring to make sure we could begin to deliver on that increased quality), and the remnants of that little sandbox game at PAX 2015 were slowly overtaken by a much larger, story-driven experience. To do this, we sought additional funding, based on the enthusiasm showed by everyone at E3, and grew the team to make the game you wanted. We’re now a fantastic team of 40 people, up from the ~10 we were at PAX. The game that we’re planning to ship in April is roughly 2.5x the size of the Life in Technicolour Update (which has just gone live)in terms of pure content, and we’re confident that we will meet the quality and scope expectations that you guys have. And we’re still confident that We Happy Few is going to be unlike anything you’ve seen. Although it’ll probably, inevitably, still be compared to Bioshock. Retail, PS4 and Gearbox So! Enter Gearbox Publishing. We really like these guys. They’re a new publishing team, and are highly ambitious about what they want to do. Until we met Steve and his team, we turned down every publisher that approached us. This team has something that no one else had - they believed in us and gave us the confidence to say “you can definitely do this, and we want to be there with you”. We won’t get all romantic on you, but they’ve been open, positive and great to work with so far. The biggest advantage of working with them is that we’re coming to retail, and we have a partner that understands how to do that. So, if you want to buy a retail PS4/Xbox One version, you can. Also, we’re finally able to commit to a PS4 version, and we are delighted to bring the game to the many, many people who have asked for this. It’s been a little hard keeping quiet about it, but we’re glad to be here now. Retail comes with a few side effects. We’re learning as we go, and figured we would try to do something that relatively few teams do in this situation: we’re going to be blatantly honest with you. So strap yourself in for a ride through the games business. First, the price. Straight up, we think $60 gives us the best chance of earning back the huge investment we, and the people that believe in us, are making. Retail, and a retail marketing campaign, is expensive. If you’ve invested $10m into a game, there is no reasonable alternative. And, the truth is, we want to make money too. We want to be able to continue to make great games after this one, and making enough money to keep growing and thriving is essential to allow us to deliver that. The right approach here is to make sure that you build a game that’s worth $60, and that’s what we’re doing. Building a great team is the other part of creating great games, but if our company isn’t a success, we’re done. Second, we have to list at that price on every store, regardless of the type of distribution. If we list at a different price digitally to physically, it causes an imbalance in purchasing intent, and digital and retail stores do not like this. It makes sense - if you sell something at a different price between two stores, and you like each store just as much and it’s just as convenient, then you’re going to go with the lowest price. Third, pre-order bonuses can be a bee in a bonnet for some people. We have created the Jolly Brolly because in-game items are an established practice in retail channels - and we chose a comical umbrella because we thought it was cool, but not integral to the game. While we’re going to have a lot of fun creating the Jolly Brolly, ultimately we’re doing it to be good partners to the folks in retail. However, we felt it was good to offer a 15% discount as well so there was a more tangible benefit for buying in early. Fourth, DLC and Season Passes! The reason Season Passes exist is, again, it’s an established part of retail. Retail stores can’t sell individual pieces of DLC easily, because the game tends not to be on shelves once DLC actually comes out and there’s no physical box for most DLC. So, Seasons Passes are a way to sell DLC in retail. On digital, DLC is easier to go piecemeal. In all cases, DLC/Season passes are a way for people to say “I like this enough that I want to spend as much time in this world as I can” and, as we’ll explain below, it’s a great thing for developers too. We are stuck with the name - “DLC” and “Season Passes” are industry terms now, and even “expansions” on Steam are packaged as DLC. That’s a bigger debate for another time. Gearbox has been really cool about all of this too. They are a-okay with us telling you guys all of this. They gave us the choice to do a Season Pass or not. In the end, the onus is on us to deliver good DLC. If you’re not sure about DLC, please hold off on buying until we talk more about it (post release) and you have seen what we’ve done with the main game.
  4. Hi everyone, We are thrilled to finally announce that We Happy Few will be launching worldwide both digitally and at retail on April 13, 2018, for Xbox One, PC, and PlayStation 4! Mac and Linux will be arriving on or shortly after that date. We’re also (breathe now) announcing today that to come to retail, We Happy Few is growing in scope, and is being published by the awesome folks over at Gearbox Publishing. We’ll be retailing at US$60, although until launch you’ll be able to buy We Happy Few at 15% off (hence the somewhat unusual US$50.99 current price). We are very excited to partner with Gearbox to bring We Happy Few to gamers worldwide, and we’re happy to finally confirm to you all “Yes it is coming to your platform and yes it will be available in your language!” and much more. We have been working towards this scope increase and announcement for almost a year, and we’ve been itching to tell you all about this for a long time now. We’re going to explain everything, and as this is a pretty big announcement, and a pretty big blog post, we’re dividing it up into a few sections: Scope increase, aka, our fiendish goal to create a bigger, better We Happy Few Retail, PS4 and Gearbox DLC and why it’s exciting for us Kickstarter backers and Early Access players - what this means for you Life in Technicolour Scope Increase So, the first thing on many people’s minds is “holy crap $60?” Yep, $60. We Happy Few wasn’t built like other games. It didn’t start as a big game - it started very, very small. We went to PAX East in 2015, after roughly a year of development (what you’d probably call pre-production), with a procedurally generated Village of Hamlyn, a skeletal universe, and some very basic mechanics to introduce the idea of what “social conformity” was all about. At the time, the game was basically a roguelite - a procedural, systemic game, intended to be highly replayable. It also had a story, which was intended to be optional and just provide a little bit of extra flavour to the world. Think of FTL’s story (really), except with a few small cutscenes, and three characters who would have a different perspective on events. So we went to PAX with this tiny little thing, and… frankly what happened wasn’t what we expected. While people were excited about the procedural world (no one had ever done procedural urban areas like that) and the gameplay, they were blown away by the atmosphere, the world, and the possibility of the stories that could be told. So, roughly a year into development, we had a decision to make: do we respond to feedback, increase the scope of the game, and grow our team, to build the game that we thought people wanted? Or, do we keep it small? In the end, we chose to see what you guys thought. That was the purpose of the Kickstarter in 2015. We felt that if we were successful with the Kickstarter, then we had something that we could find investment for, and build into a game that had the story and experience that you wanted. After being successful on Kickstarter, and signing on to Microsoft’s ID@Xbox program, around the time of E3 2015, we knuckled down and began the hard work of planning and building this game. Fast forward to early 2016, we had a very small part of the story ready to go. The intro. We had built it based on what we thought would be a good “vertical slice” - a good snapshot of the increased story we wanted to tell. We showed it to Microsoft, who asked us not to reveal it at PAX 2016, and instead go on the big stage at E3 2016. Before this point, relatively few gamers had heard of We Happy Few. So Guillaume (our CEO and Creative Director) went on stage at E3 2016, and suddenly we exploded. Obviously we had hoped this would happen, but we weren’t really prepared for it. We were one of the most searched games on Google during that briefing, and people playing the game at the show were having a great time playing the demo. We were nominated for and won over a dozen awards during that show. And then we released on Early Access, with a much expanded version of our sandbox world, along with the intro we showed at E3, and while a good number of you saw the promise and the potential of the game, some of you were disappointed that the sandbox experience didn't match the first minutes of the game. The standards set by that intro were higher than we were building for the rest of the game, and we realised that we had the same choice facing us: expand, and make the game that most of you were hoping for, or keep it small, stick to our guns, and run the risk of not living up to that expectation. After we launched on Early Access, we were approached by Gearbox. They basically said to us, if we can make a game like that, then they thought we had a good shot at a retail game. We felt that in order to do that, we needed to reinvest and make the game bigger - as you can well imagine - and so that is what we have been working towards for almost a year. It’s why instead of spending 6-12 months in Early Access, it’s going to be closer to 20.
  5. • New telemetry (data feedback) system! In case you were worried that you hadn’t given us much feedback, worry no longer! When you start the game on PC, you will now be given a prompt to either enable or disable our player telemetry system. Basically the stats that you see in that menu, as well as a couple of other things, can be sent directly to us so that we can review, and balance/adjust the game. No pressure, but if you could help us with this information, it really will help a great deal. (Note that we do not currently collect this data on Xbox.) • Fast travel is now available! When you complete each shelter’s challenge, you will unlock fast travel. This allows you to travel more easily back and forth between each island. You will need to unlock each door in order to use it. • A large number of new tooltips have been added to the game, to help explain some of the more esoteric game mechanics. If you can think of a loading tip that might be good, let us know! • When an NPC is bleeding, a bleeding icon will appear next to their health bar. • Sleep widget tells you what sleeping for ‘X’ amount of time will do to your vital stats (e.g. thirst/hunger). It also won’t let you sleep if it would kill you. • Dying UI icon shows you how close to death you are in the dying state. World • New encounters! • The Slaughterer’s Apprentice • Start Spreading the News • Cub Reporter • I Sing Body Electric • The Great Stink • My First Jubilator • The wonderfully named “Odds and Ends quest 3” • Old Soldiers • Speaker’s Corner Redux (reworked version of Speaker’s Corner) • Headmistress • Ruined Church (simple location) • Cellars (simple locations) • Bee Hives (systemic) • New shopkeeper: The Dealer! He’s a bit of a grouch. • Arthur’s arms now change based on the clothing he is wearing. We call these “arm variants”. • New tree variants! We’ve reworked our old trees and created new ones, so there is more variation in foliage. • Upgraded filler buildings in the Garden District! We’ve gone back and retextured our old fillers/made new ones, so that there is more variety/believability in the GD world generation. • New fake global illumination! • Better fog! We have a new, cheap fog implementation which means more fog at night and on certain states of Joy. • Plants now move slightly in the wind. • Histoplasma mushrooms now have less-placeholder visual effects. • The Doctors make a surprise appearance. However, they’re not really all there yet. They will become full AI later on, but for now enjoy the sneak peak. • Minor improvements have been made to the intro shelter, to help players fully understand where to go and what to do. • Keys now actually distinguishable from one another. • Various (too many to list) improvements and fixes to existing encounters. • Facial animation added for NPC grunts. • Female compliment machines now join their male companions. They are not any less creepy. • An ungodly amount of NPC audio variation has been added. • A huge range of audio events have been added, to increase ambiance. • Improved dig spot variation. General / Technical • New community translation system! Steam users now have access to the Steam Workshop to download and create community localizations. This is to supplement the official translations that we will be providing on 1.0. And also to supplement our sometimes very creative French. We hope this will mean that more players can understand the weird and wonderful world of Wellington Wells. • New level streaming system. Instead of loading in full islands, we now have a dynamic streaming system that loads levels in/out based on your distance from them. This is a major technical change, and should mean that you no longer have loading screens between islands. This may be a little imperfect on Xbox One systems for now. • New video streaming system. In order to improve performance, we have built our own video streaming system. Video should now work seamlessly, and Windows N or K users will no longer need to download the Windows Media Framework in order to play the game. • New animated loading screens. In the rare cases that we still use loading screens (eg fast travel or loading into new games), you’ll see some nice little stories from Clara and Sarah. • New intro loading video. • Tentative support for HDR rendering. If you have a HDR TV or monitor, we would love to hear your feedback on how this is looking. • New publisher (Gearbox Publishing) and release date (April 13, 2018). Surprise! • A number of very rare crashes have been addressed. • Various performance improvements, including significant reduction in memory footprint and general improvements to framerate. • Many more smaller bugs have been fixed. Discuss this post here
  6. Hello everyone, Welcome to Life in Technicolour! The “Life in Technicolour” update is all about the little things. The world is more beautiful, people are more friendly, and oh boy, just wait until you take your Joy. This update changes both the stealth and social conformity gameplay of We Happy Few, and contains fundamental changes to our AI. The AI is rewritten to the point that this is basically a new game, and it sets the stage for significant changes to gameplay we’ll be making going forward. In the meantime, the world has changed, combining a series of technical and artistic improvements to make everything better. We’d like to know what you like, what you miss, and everything else in between. Please be aware that really, the Wellington Wells you know and love is different, so old gameplay tricks may not work - it might be a bit surprising, at first. We’ll look forward to hearing from you, so please come and visit us on our forums, or on your social media of choice. Gameplay • Joy has been overhauled. Joy now has five stages: regular, on Joy, overdose, crash and withdrawal. Each stage has its own lighting, visual effects, and audio, and we hope you love the changes as much as we do. Enjoy safe experimentation! • Joy mechanics have been changed. This is still a temp implementation, but there is now a penalty associated with every time you use Joy. Eventually, you will crash. There are also gameplay restrictions and impacts as you lose control of your character, so Arthur may be a little less effective than you’re used to. • Stealth/Conformity rework. All AI archetypes have a new approach to conformity: • There is now a conformity window during which an NPC will ask you to conform. If you do, they will let you go on, if not, you’re a dead Arthur. (Does not apply during curfew, obviously.) • Conformity AI reworked to be more consistent depending on where the player is, what they're wearing & what they're doing. NPCs should more accurately describe what is causing them to be upset. • The reasons your character fails to conform are now easily accessible in the status effect menu. • All AI archetypes have a new approach to searching, and hiding spots have been slightly reworked. Bobbies are particularly good at searching. • Stealth AI reworked for vision, noise, & distractions. NPCs no longer instantly see the player at long range and will investigate. Noise distractions will also cause NPCs to investigate. • Peeper AI has been reworked to path and detect better. They are now unlikely to follow you into the wilderness. • All AI should now work significantly better inside encounters. This overhaul may result in some weird cosmetic issues for this update. • New dying behaviour for the “second wind” game style. Dying now causes you to reload your latest save, rather than respawn in your shelter/on a bench. This was a tough decision to make, but there are too many technical problems caused when we respawn characters. Permadeath you still die permanently. • New manual saving ability. Have you been out collecting resources for hours and not run across any encounters? Well now you can save manually, so if you do get struck by lightning, you won’t lose your progress. Note that this still uses the slot based save system we have previously, so you’ll only have one save in each slot. • New AI archetype: The Jubilator! These guys trawl the streets just trying to keep things clean. Of Downers, that is. • New AI archetype: The Headmistress! I don’t really know what we were thinking with this (it was originally called a Peeper Pooper) but it’s pretty weird. I don’t know, let’s call it a tribute to Cuphead. • Item prices have been rebalanced. • Loot has been redistributed. • Looting plants is now instant (no quick loot screen). • Plague will no longer kill you. Just game things. • Crafting tables are now tiered, and need to be upgraded in order to craft higher quality items. Birdwatcher does not have this requirement, just to keep it simple. • Sunshine now has its own UI status effect, separate from Joy. • Downer mode now pauses the game in the background when the player menu is open. UI • Fully overhauled player menu: new Inventory, Journal, Map, Status, and Crafting screens! It’s much more lively, with much improved art, animation, audio and ease of use. • Overhauled interactions: new bartering, new quick loot, and new container screens! • New weight-based inventory. No longer will you need to play menu Tetris. Items now have weight, and are categorised so you can filter based on what you’re looking for (survival, clothing, etc). • Quest items have no weight and are not droppable. No longer will the Motilene Harvester fly into the sky when you drop it. (Technically it will actually still do that if you manage to drop it, but that should be impossible.) • Inventory expansions now increase the weight you can carry. • There is currently no space limit in containers, although this may change in the future. • The inventory screen has hat and shoe slots and these items are no longer equipped from the quick slots. • The inventory screen also has more useful functional descriptions of items (work in progress), alongside the old flavour text system. • New quick slot system! You now have two quickslots that are automatically populated. The top slot is for healing items, and the bottom slot is for other useable items. The idea is that these auto populate so that when you need them in a pinch, you can use them. • New quick slot HUD that doesn’t look butt ugly. Finally. God we were sick of those things. • New in-game 3D waypoints! Now you no longer have to keep looking at your map to get where you want to go. We are genuinely shocked at the improvement this has made to the game. You can turn these off in the options menu if you like. • "Show quest location on the map" option available in the journal menu. • New stat tracking system! You can now find out how many people you’ve killed (or not killed), along with a wide range of other statistics. This should be just a first pass, so we’d love to hear what you’d like to track. This is current in your notes screen, but hopefully it will have its own home one day.
  7. Hello, I am so sorry I missed this. It has been pretty crazy over here. Yes we will continue to optimize the game until 1.0 and even after! Hmm a little bit of column A and a little bit of column B. We would love to but it would require a huge amount of technical time that we simply do not have right now. Maybe after the release? Yes there will be, we have some Kickstatrer stretch goals we still need to add! ¯\_(ツ)_/¯ We have 3 different characters, each with their own quirks, strength and weaknesses
  8. We currently have one in the game and are planning on adding more!
  9. @Lizardtongue97 Oh the story is FAR from over after escaping the Island in the Early Access build. The story of Arthur will continue and there are 2 more characters, each with their own story
  10. Remi Hello people! This week was a VERY busy week. The kind of week where sleep isn’t a priority… The pressure was there, but in end I do like working under pressure, it adds a little bit of spice to everyday life. It is in these moments that you know if you like what you are doing or not, and fortunately for me, I love my job and wouldn’t change it for anything else. So why so busy, you ask me? Well, it’s a surprise soon to be revealed. Oh and I also worked on french localization. And no, it’s not always easy to translate english expressions in french. For example, try and translate this in french, let us know if you have any clue in the comments (google translate won’t help you) : “Right as rain, sir. Right as rain!” or “Bloody hell!” Have a good weekend! J.R. Hey guys, I’m doubling down on Remi. My eyes are getting sore from the long nights this week, but was it worth it? Abso-freaking-lutely. And it’s a good feeling to do overtime for something you love doing. I can’t wait until we reveal what we have in store for you! And also, localization, where my french expertise is put to the test with every expression such as “I’m in a bit of a pickle”, which I assure you, shouldn’t translate into: “Je suis un peu dans un cornichon”. Enjoy! Programming Team Michael A lot of bugs still to fix, and it’s getting frantic. This is the exciting times of game development, working late, frustrating issues and bad (but really good) food, counterbalanced with the joys of seeing bug counts drop and the victories of finally removing the ugliest of the bunch. Lionel I was watching a frankenstein movie yesterday night and I thought “eh, that's sort of what I am doing”, so let’s continue the mad scientist theme. The creature is stable ( the heart and most of the organs works) but is still a bit ungainly. So, I replace arms or tune the articulations and pull down the lever, let electricity do its wonder and look at the first step of the homonculus. Rinse. Repeat. Replace “creature” by “new city layout” and you get the right idea : the new city layout is now stable and is getting new improvements ( non-square building blocks and smaller blocks ) as well as a another pass of testing. Art Team Carylitz This week I worked in a new location! Can’t tell much about what’s going to happen here but I can show some parts of the encounter (: Guillaume Hi guys, it’s been a while since I posted something here. I’ve been mostly working on story locations and I didn’t want to spoil it for you. But this week I felt like sharing a little bit of what I am working on without showing too much. I still want you guys to have the surprise when the full game will be released. Thanks for tuning in! Compulsion Games
  11. Hey all, As you know by now, we will be releasing the Life in Technicolour update on August 16! This is really exciting because it is the last major update before the final release of the game. Last week we posted our first message that the Early Access discount price was reaching its full price on the 16th. We saw a lot of misinformation going around, and wanted to make sure we cleared things up: The full game is not releasing on the 16th. We are releasing the last major update on the 16th, and then we’ll be working full time on the story and the 1.0 release. It will still be some time away. As we’ve said before, maintaining the Early Access build and the story build as separate entities is difficult, and becoming unworkable. We can now concentrate all of our efforts on making the story the best it can be. We wanted to let you know about the price in advance because it is the right thing to do. We’ll explain more next week, but for now the main reason we announced the price was to make sure no one felt like they were being snuck up on. The final game will contain the full story we have been working on for the past 3 years. A lot of gamers who haven’t played the game think it is currently just a survival sandbox, completely unaware that it contain around 90 fully voiced over encounters or that you can remove the survival settings. The game has changed a great deal since the Early Access release, so if you see people around talking about “just another survival game”, we’d appreciate if you pointed them in the direction of recent changes The new price has ruffled some feathers. It might not have been obvious how much we have been growing as a studio and how much the scope of the game has changed. But the game has evolved in alignment with the public’s expectations. We cannot always show what is going on behind closed doors studio and the game has become so much bigger since we first announced the project. We will now be able to make the best game that we can, and we’re very excited about what’s coming. Narrative Team Alex Yesterday Sam, with a little help from yours truly, but mostly Sam, fitted subtitles to our lines of dialog. As you work on a game, you discover the mistakes you made earlier in the game when they come and haunt you. In this case, we did never built a system to automagically take the dialog text from the massive dialog spreadsheet and put it in the subtitle field in the game software. The last time we updated, some poor bastard (Clement) entered all the subtitles by hand. This time, we had 4784 lines of dialog lacking subtitle text. Fortunately, Sam’s Excel fu is strong, so he built a spreadsheet to grab the subtitle text from my spreadsheets and put it in the game linked to the sound file. Unfortunately, we discovered that some clever clogs had, in some cases, changed the name of the sound file as it was going into the game, without changing the corresponding name in my spreadsheet. Who knew that mattered? So now we are developing a better system. Today all the francophones on the team get to translate the subtitles into French. I am in the lucky position of a daddy whose wife is breastfeeding: love to help, but I just don’t have the equipment. In other news, I have been writing new Uncle Jack episodes (Kickstarter stretch goal!). I wrote about 80 pages of Uncle Jack last time, for a two day shoot; so I have about 40 pages to write for our new one day shoot on September 4, including a climactic scene in which Things will be Revealed. I’ve got about half of that written, so if there is something that you would like Uncle Jack to talk about, let me know; bearing in mind who Uncle Jack is. He is not going to tell you what’s in V-meat. I doubt he even knows. He is not going to dwell in the sadness of the past. But yes, he may tell you how to decorate and improve your home, thank you, @meganhoins! And, of course, I continue to plow ahead writing dialog for the Miss Thigh Highs and The Mad Scotsman. Lisa Ever wonder what the Doctors do when they’re not forcing Joy into your veins? Turns out, they’re rather madcap in their spare time, doing hilarious things with cadaver bits and playing darts with syringes. This week I wrote environmental narrative for their headquarters, where you will find Important Clues along with hints of Bertie Wooster-style hijinx. In other fun news, I “curated” the Wellington Wells “House of the Future” exhibition, where Wellies imagine what everyday life will be like 20 years in the future...which just so happens to be 1984. (Don’t worry -- there won’t be any Duran Duran. We’re not monsters.) I also wrote environmental narrative for a private club devoted to Uncle Jack fandom. Don’t you wish YOU could join? Of course you do! Now, you might be thinking, “Doesn’t EVERYONE in Wellington Wells love Uncle Jack?” Well, no, not everyone. There’s a story there, but you’ll have to play 1.0 to find out. I fear the Wrath of Sam if I say too much. Sam edit: I like Duran Duran Design Team Roxanne You know the gag where you run around the corner, being chased by nefarious characters, only to sit down on a bench, pull out your newspaper, and watch them pass by? This week I worked on debugging chairs so when you sit down and pick up the newspaper, you can sort of hide in plain sight. On the side, I’m gathering a list of activities for our Wellies and Wastrels to give them some more things to do and increase the feeling of a living city. Expect some improvements on that soon. Eric Other than making Roxanne sad because I found out some of the chairs she thought she fixed weren’t fixed and it made no sense why they weren’t fixed, I was blocking in new encounters. Was nice to move on from pure bug fixing to do some new work. Think I blocked in about 4 or 5 of these small encounters this week. Plus some other random bits, and some last minute update bug fixes. Overall this week felt pretty good. Felt like I got through a bunch of schtuff. So that’s cooooooooool. Animation Team Jules This week I made few animations for one of our new weapons. The amazing “Bee Cannon”! A funny and powerful weapon I hope you’ll enjoy. And you know what? It has a long range! So finally you can protect yourself from your assailant before they will be able to hit you. And let me tell you something, he will regret crossing you. This cannon sucks up bees and blows them out at your opponent. It causes area of effect damage, but it is hard to control. Have you seen Ghostbusters? Imagine the same thing with bees.. (I know that’s cool). These animations are a work in progress I will show you a sneak peak of it next week. Mike Sup folks! So this week I’ve been fleshing out some new idles for one of the narrative characters and started polishing them. I mean that’s pretty much been it. I wish that I had more to report, I really do! But I don’t. Can you please forgive me WHF weekly update readers!? Can you? I’ll try my hardest to have more news next week. So tune in same Bat time same Bat channel!
  12. @shmerl Oh yeah! Played it as soon as it came out. Loved every minute of it! The remastered graphics were not bad at all. Currently playing Patapon, about to try Slime Rancher. And previously I was all about Friday the 13th and the new Zelda. Super excited for Undertale coming to PS4 next week!
  13. @TheJoyfulDowner Oh no! Whoever has the game right now (KS backers, Early Access players, whoever buys it now until the 16th) will own the full game.
  14. Animation Team Mike (starting to not be the new guy anymore, relatively speaking of course…) Sup! Hey folks, so this week I polished up a cinematic animation and started developing a whole new set of a character’s idles and movement bank. It’s going to be pretty cool and I’ll get to have fun with it. Let my hair down… well.. if I had any that is. See you next week same bat time, same bat channel. Jules Hi! This week I worked on a few “ambient” animations. Characters playing board games, hopscotch, reading books... or painting on the wall like a vandal (looks like some folks don’t take their daily Joy). If we have a lot of activities for our NPCs, it will make our environment much more alive and reinforce the immersion for the player. Design Team Roxanne I’ve been fixing and polishing An Awkward Courtship quest most of the week. Mostly adjusted the dialogs offsets, animations and detection gameplay. Still has a few issues. I’m getting help from our engineers on that. I also did a good pass of polish on The Lovebirds quest coming up soon. Adam I’ve been fixing bugs this week, lots and lots of bugs in: Mystery House - no more getting teleported to death!, also changed the hostility and patrol paths. Hallucinogenic Salad - a better suicide jump from the woman upstairs, and changed hostility of the people inside. Everybody Gets Stoned - Fixed the bell so more NPCs will show up to attack you. If you Give a Pig a Pancake - Fixed some bugs involving stealing breads too fast (which could break the quest). The Great Stink - Lots of Jubilator tweaks and navmesh fixes to make sure it follows you around the map. Church of Simon Says - These teslas are a bit more punishing for you now. They won’t target the crowd anymore.. Only you! Intro Shelter - New cinematic when Arthur leaves his shelter, to put him in the mood and give him some clues about how to start. On the story side, I’ve been working with Mike (starting to not be the new guy anymore, relatively speaking of course…) to showcase some of his animation work. On the writing side, I’ve been working closely with Alex to flesh out details of our 3rd character’s main story. It’s shaping up quite nicely. Eric the Viking This week was all bug fixing for me too. Maps like I Sing Body Electric, TV Altar, Get the Dolly, Treehouse, and a bunch of save load bugs. Also, don’t eat dodgy food. If it don’t taste right, or look right you might regret it and become great friends with a toilet. That reminds me of an amusing anecdote on my honeymoon…. But that’s another story for another time. Art Team Carylitz Did a bunch of awesome props this week! But only one matters. Thanks for tuning in! Compulsion Games
  15. Hey everyone, We are finally (already?!) in August! As previously announced, we will be releasing our last public update for We Happy Few before its final release. The Life in Technicolour update will drop on August 16th! The update features new Joy effects as well as a brand new UI (still WIP), AI rework and much more. Look forward to the update video on the 16th! But today, we wanted to give you a heads-up on some important information… Since we launched our Kickstarter and released the game on Early Access, We Happy Few has been priced at US$29.99. We have never put it on sale because we believe it isn’t fair for someone to get the game at a lower price than a Kickstarter backer or an Early Access backer while the game is still in development. Since 2015, we have made clear that the price would increase as we approach the final release, and that time has - finally - come. On August 16, the price for the game will become US$50.99. We will explain everything in more detail on the 16th. As you can imagine, there is more to the story, and we are looking forward to sharing all the juicy details with you. We always do our best to be transparent with you guys, so we felt it was important to provide this pricing information with ample time for you to make a decision. And, just to be clear, if you are a Kickstarter backer or Early Access player, this change does not affect you. In the meantime, here is what the team has been up to this week! Narrative Team Alex One of my ongoing efforts is to make quest givers not feel like quest givers. Your typical quest giver is a guy standing around outside a dungeon waiting for an adventurer such as yourself. He can tell you all about a great treasure in the dungeon! Or he will give you a nice sword if you obtain some item from within, like his wallet, or maybe his car keys. Leading me to wonder why he didn’t go himself. And how long he’s been standing around. Does he sleep? Does he ever go for a pee? Is there a sandwich cart that comes around? In real life, of course, people rarely offer you jobs out of the blue. (And then it’s in Malmö or Singapore or something.) Generally it works the other way around: you find out that someone has a sword for sale, and you go and ask what they want for it. The Witcher finessed this nicely. People in that world post “Witcher Wanted” ads near pubs. They are waiting for someone to come to their home to offer them Witcher services, for which they’re prepared to pay. Fortunately, we have something rare in video games: our characters did not just wake up with full blown amnesia, living in a populated world, where they grew up. They know their fellow Wellies and their fellow Wellies know them. So we can take the curse off quest giving. For example, in the Miss Thigh Highs playthrough, you need to learn something about, let us say, washing machines. You know the washing machine repairman, Alfonso Maytag; he has fixed your washing machine, after all. At the pub they say he’s out by the Tor, a local hill. In a regular video game, you’d meet him out by the Tor, and he’d say, “My friend Freddie has been captured by cultists. Please rescue him and I shall give you this book on Washing Machine Maintenance!” In our game, he’d say, “My friend Freddie has been captured by cultists!” and your player character, who was in primary school with Freddie, will say, “Oh, my God! Can I help?” Obviously you’re not going to waste time chatting about washing machines while poor Freddie is in danger. After you complete the quest, though, equally obviously, Mr. Maytag will happily let you xerox the manual to your Hi-Capacity 27” Front Load Washer. From a gameplay point of view, these two setups are exactly the same. Find the quest giver. Learn of the adventure. Complete the quest. Get the payoff. But from a narrative point of view, one feels more natural and human. That’s important to me. The more real our people feel, the more the player engages with them emotionally. Video game worlds contain a tiny number of salient objects. Stories are what allow our minds to weave a whole world in the spaces between them. Figuring out what makes the quest feel natural instead of gamey is a lot of the effort I put into writing encounters. By comparison, character dialog is easy once I know what relationship the characters have to each other. Programming Team Lionel (It is hard to explain procedural generation in a few lines so I won’t be literal) I am in a cave, in a lab worthy of a mad doctor, glass tubes and all. I am creating cities. In a new way. A new technique that mostly works but sometimes the result is ugly or misshapen so I revise, refine my protocol, again and again. We are getting slowly getting there, as the many failed virtual creations pile up on the floor. Michael Still a tiny bit more time before the update, to cram in new-ness before we get our bug hammers out, and start fixing as many problems as we can, new and old. I have added a new item to the HUD, a waypoint which shows on top of your currently tracked objective. It is possible to turn it off if it’s bugging you, via the Game & HUD section of the Options menu. It was quite an interesting task, because if the objective isn’t on the same island as you, we want the waypoint to take you to the bridge you need to cross. So I got to write a little baby search algorithm to look through the bridges and find a route to island which has the objective. Super fun! I also added an icon for the NPCs to let you know if they are bleeding and losing health that way. Sometimes it was confusing why people would suddenly collapse without being hit, and hopefully this will clear up the mystery. Rob This week I put in code to play a looping movie during level load. I switched from using the DefaultMoviePlayer to the FullscreenMoviePresenter for this, and I added an interface for playing the video to a texture. This solved my previous crash issues, but there is more work to do on the video framerate during parts of the load. I also switched the game to be mostly using the vpxMedia player (webm) and very soon I'll remove the wmfMedia (mp4) system fully which should help with overall memory, especially on the Xbox.
  16. Chris Not much to show this week unfortunately. I've spent the bulk of the week working on optimizations, some successful but many attempts not making much of a difference. The goal is to improve the Xbox One's framerate with as few compromises as I can. I'm currently in the process of reworking the texture streaming code. If I'm successful, everything should behave the same but the game will be running faster! If I fail... well, I'll just revert the code and pretend it never happened. Have a good weekend! Art Team Carylitz Crazy productive week doing again a little bit of everything. Finish another encounter (see below) and helped Antonio with thousands of little and big story props. Heavy week for everyone in the team, but it's nice to see that everything is going somewhere. Marc-André Although I haven’t posted in a while, I have been very productive. This past month, I’ve been working on a very big encounter for the new (final) biome, the Parade District. Creating such big locations in the allowed timeframe can be very challenging because there is a lot of work to be done to ensure that everything looks - and functions right. When I lay out a level, I look forward to creating interesting compositions and a meaningful story. It is important to me that the environment feels believable and to always bring something new to the game. And no, I still can’t show it yet! We’re keeping this encounter a secret from you guys until the very end. Thanks for tuning in! Compulsion Games
  17. Hi everyone, We are in content lockdown mode right now, as we have lots to do and prepare for the August update! This means we’re touching up all the final content issues (eg missing status effect icons, lighting changes, final features, and optimization. That being said, development is currently pretty crazy, because of the huge changes we made to AI and the streaming system that Guillaume will hopefully one day talk about. Eg, we’ll be testing an encounter, but discover that with the new system, every encounter in the game will break if you walk away and come back later. So that poses quite the challenge for testing the game. It is very common in game development to make a change to the game that breaks everything but it is (almost) always for the greater good - in this case, improved AI and reduced loading. In particular, the next version of the game you play will feel more different than the ones before it, because of major changes to conformity! It should be much easier to understand what’s going wrong in the next update. We also received some FANTASTIC pictures of a We Happy Few cosplay group this week. You can find the full set here. Here are some of our favorite pictures, aren’t they amazing?! Design Team Eric aka Cap’n Handsome This week has been purely bug fixes for the next update. Old encounters, new encounters, old encounters again, new encounters again. Lots of bugs, lots of fixes. Fixed some stuff in Mystery Chest, Where’s the Power, It’s a Terrible Life, and some other stuff that will come out for 1.0. Lots of AI fixes and updates too now that we have new tech to handle this stuff better. Adam (a bit less handsome) I fixed quite a lot of bugs this week. Some on old encounters, some on new encounters. I also worked on a major location for a story character. I also tweaked Teslas a bit. Some of the ranges for detection got bigger, some got smaller. Some (ok all) do more damage, but most important… there is more leeway time between each zap. Also, there is a 5 second “charge up” delay after 3 zaps from the tesla TV before it starts zapping again. This should hopefully remedy the annoyance of getting caught in a stream of electricity and never being able to get out. Animation Team Rémi Hello everyone, this week was another bug fixes and rigging week. I finally got most of the props and character rigging done. Only a few left (for the whole game!) where I’m waiting on the art team to send me the mesh. I also worked on the rigging of the Female NPC in the Parade district! I skinned, rigged and imported her into the engine, but unfortunately, my home power supply broke... I was almost done and ready to make a video to show it to you guys, but it is a bit harder when the files are on a PC that I can’t open anymore For the rest of the week, I generated all the FaceFX animations I could get! This is a priority that shifted a bit earlier, since our programming team will be optimizing the game in the upcoming weeks. They needed to have all the facial animations and audio to do their work properly with the “real” data. If they optimize the game missing a big chunk of data, they’ll most likely have to redo it a second time to take the new amount in consideration. Our programming resources are quite precious and wasting their time is not a good idea Oh, and one last thing. I brought Leo in the office today! He certainly brings lots of love and fluffiness to the office. Have a good week! Mike (Little less new guy #2) Hey there folks! So it’s been a great week here and pretty productive on my end. Worked on some encounters that made me laugh, and hopefully will make you laugh too and started on a thrilling (story) cinematic sequence. There are thrills, chills and a rough landing. I’m hoping it’ll get your heart pumping and the keep action going, John Woo style. Can’t wait for you guys to experience it. That’s it for me, catch you next time, same bat time, same bat channel! Jules Hi! This week I tackled a lot of different tasks. Mainly fixing animation bugs in Faraday and other quests, and improving future interactions with constables for maximum immersion. Also I made some death animation, which is always kinda funny! Programming Team Michael As we get closer to the next update the bugs are rolling in, and they all need fixing. Sooo, it's a busy time, but bug fixing can be very therapeutic, especially when you’re laying bugs to rest that you’ve had to look at for ages, while working on new features. Now they’re off to the big JIRA in the sky. I added in a new status effect logo to let you know how much time you have before you die, once you go into the critical state. It’s been a morbid week. I’ve also started working on a telemetry system, which we can hopefully get into the build soon, to help us start balancing the game for the final release. Basically this means we’ll be tracking stats in the game (eg how many people you killed, how many people play on Birdwatcher vs Downer, etc), which is information we don’t have right now. But don’t worry - we won’t be collecting any personal information. Lionel I am exploring a way to make the urban areas more organic, more natural. This week, I have a new city layout where blocks are added as needed, each block stay rectangular (for now) but the overall shape of the city feels “built” over time, instead of being just born fully shaped from the skull of a developer.
  18. We were sent this post of a We Happy Few cosplay group and we had to share it! They are amazing and look like they were having so much fun. Here is the full set: https://www.facebook.com/pg/RookRentals/photos/?tab=album&album_id=1694049414237389
  19. Hey all, We are getting closer to August and to the next update! Things are very busy in the office in every department getting ready for the release and you know...we may or may not have some surprises coming up too Today’s weekly is not a big one because a lot of the team members are working on story content which as you know will be revealed in the final release! But we do have a new dev update video from one of our animators on our rigging process! Animation Team Rémi Hello people! That was my video, hope you liked it! This week was once again a busy week. I spent some time with Clara to make the timelapse video of some rigging and explain to you a bit more about it. It’s a very short video and couldn’t explain in full details, but I hope it’s a bit clearer for some of you. Apart from the video, I got to do more rigging and bug fixes. Some issues with the facial animations of our beloved Johnny Bolton and a scripted animation for an upcoming encounter. Mike P Hey folks! This week I animated some NPC reactions and am working on some stuff to make Wellington Wells feel more inhabited and make the overall experience more immersive. Don’t think I can say much more than that. Overall a productive week Jules This week I made some gameplay animation for a very cool character who is going to kill you many times! But if you are victorious, I think you will enjoy watching him suffer and die (If my job was done right haha). I made a couple of other animations to give him more personality. It was a very productive week with very cool stuff to do. You’ll meet our new friend in the next update. Design Team Eric the Red Soooo, bug fixes for old and new encounters. Fixed a few issues inside of the Tree House. In regards to characters giving each other things, and facial animations being wonky. Well Rémi fixed the facial animations, I just took credit for them by hooking up the VO. Still working on my bug fixes for “It’s a Terrible Life”. So in the near future that one should be fully operational. Roxanne This week I refactored Cult of Jack and Mushroom Log quests. Some content integration on Lovebirds as well. Adam Just got back this week from paternity. Anyways. I added a few new barks to the beginning of the game to set the mood of the garden district, and guide the player just a bit. I also worked on Jubilator Attacks. It’s pretty awesome to see a massive Jubilator come after your soul. All bridges used to be gated behind a hard load screen. I got rid of that now that we have a more elegant streaming solution. Lastly, I worked on some variations of some sections for story mode. Art Team Carylitz This week I did a lot of different tasks such as kit bashing new props, had some meetings for some new props and awesome machines but mostly I kept working on a location and now it is in Antonio’s hands to make all the final adjustments! It was a really awesome location to work on, I can't wait to be able to share with you guys some renders of the place, and the props! Programming Team Rob and Chris (SnowedIn) This week we've continued to tweak and improve our HDR integration on the XBox. HDR support on UWP has also begun, and we will be getting some support from Nvidia for this effort. We are also in the process of switching the movie player over from WmfMedia to VpxMedia on all platforms to play VP9 encoded WEBM files instead of MP4s. This has been working for the intro video and we have also been changing the between-level static loadscreens to play video during those loads as well. This is somewhat functional now, but just tracking down an occasional related crash. The good news about this change of video systems is that the previous (WmfMedia) system was not compatible with UWP, but the new one is. Evan (SnowedIn) I did some tweaks and fix ups to the crafting screen that Clara was asking for, and I finished the placeholder version of the map screen legend. I'm currently working on the new UI for the fast travel, and I have the placeholder location selection mostly done. Thanks for tuning in! Compulsion
  20. @Alsus Technically no, but there is one scene that I think would should be used as a cinematic and I will pitch it to the team.
  21. Hey all, We made a Spotify playlist of songs that inspired the soundtrack of We Happy Few and the world of Wellington Wells! Note: This is NOT the soundtrack of We Happy Few, just inspirational songs. We will reveal the soundtrack later
  22. Programming Time Michael I spent a lot of the week putting new tips into the game. If you’ve played the prologue you can see how we tutorialise the movement mechanics, but when you reach the open-world area it becomes harder to do tutorials for the important survival elements of the game, as every player’s journey is different. In case you are having trouble keeping yourself alive we will have some new handy in-game tips for you. David and Morgan put together a document that listed a load of tips and when they should be displayed. After updating the data table that holds all the tips for the player, I then worked through the list looking for the place in the our code when we could detect that you were in a state that corresponded with the triggering event for the tip. If you’ve just left combat mode and your health is low, now would be a good time to give you the hint about healing items. It was an interesting task as it took me through a lot of different sections of the gameplay code, a real adventure. Chris Hi all! Haven't given an update in a few weeks due to vacation, but I'm pretty excited to be back at work. Why? Because I received a nice big 4k/HDR TV this week. My desk is getting a bit crowded now with a giant TV and devkits, but it's definitely worthwhile. The best part is that I was able to get a first pass at HDR working on our PC build. We still need to do some tweaking, but I'm happy with the first pass. Unreal's SDR tonemapper is already excellent, so most of the changes are subtle. This is a good thing... we don't want the game to completely change when you enable HDR! The most noticeable differences are that there are more details within the very bright and very dark areas, especially when there are bright areas right next to dark areas. I think we still have some work to do on this feature and we also have to make sure that it's worth spending the extra computing power. I'd love to share some screenshots, but unfortunately, I don't have a good way to showcase HDR in a regular screenshot on a normal monitor. The best I could do was take pictures, but even that doesn't do it justice. Here's a simple example (you'll have to ignore the reflections from the window on the left side of the TV screen). SDR: HDR: In the picture of the SDR game, the detail of the yellow filing cabinet gets washed out because the lighting is too bright. In the picture of the HDR game, we still see the details and - here's the part that doesn't really convey in the pictures - the cabinet is actually as bright as in the SDR picture. Unfortunately, we lose that information in the pictures and it just looks different. We can easily debate which picture looks better, but everybody at the office seeing the difference in person has said to me that the HDR version of the game looks better (at least for this simple test case). Guess you'll just have to see it for yourself! Art Team Carylitz This week was again a rollercoaster of changes on the props I was working on, but all for the better! I did the last big machine, and the console to control them, so spent a lot of time bothering Eric . And for a change i'm working in a new location! It's been a while, so I will be working on this location and the props of the encounter! I don’t want to reveal what this is all about, so here’s a crafty image hinting at what is to come: Thanks for tuning in! Compulsion Games
  23. Hey everyone, Another week, another journal! Things are advancing very well over here. Did you happen to see the Uncle Jack takeover on our twitter this week? Sometimes Uncle Jack pays us a visit and decides to answer some questions on twitter. He changes our name for his and even our profile picture; at this point he should probably just open his own account. It turns out, Uncle Jack likes: Strawberry Joy Hansel and Gretel by the Grimm Brothers And does not like: Downers Cold tea No surprises there, then. Narrative Team Alex This week we had our beloved Uncle Jack into the studio, Julian Casey himself. However, no Uncle Jack did he record! Instead he added to his already sizable cache of Bobby barks. And, he gave his grave voice to a ... character that you will meet at the end of the game. And so, I was able to edit the last cutscene of the game. I hope you dig it. Over the weekend I finished up writing lines for the creepy doctor convention. Hayden gave me a bunch of lines to rewrite for two encounters in the Parade District. Much of the time, I’m writing lines for an encounter before it’s finished blocking, so I’m guessing what lines it will need, after consulting with David and the LD. It’s much easier when the LDs can give me, line by line, a rough draft of each line they need. However, when I’m guessing, sometimes I notice logic issues, and sometimes I go off on an interesting toot. So one is easier, and the other is more creative. In other news, Lisa and I will be giving a talk at the Montreal International Game Summit in November about creating the world of Wellington Wells. Come on up! Audio Team Valentino Hey, I'm Valentino and I'm a Sound Designer! Wait what? An audio department?? After all these years? I know, I know... it's the first weekly from us...well... it's better late than never right? This week I imported a lot of lines (Give the lines to the LDs from Wwise (our audio middleware) to Unreal): 672 lines for the Parade district and 265 lines for a main character. Usually, I import 300-400 lines each week after 3-4 sessions with the actors. After that, I had to mix each lines in the game (to make sure all lines are audible). At the same time, I worked on the "crash effect". I wanted to create a new, very creepy atmosphere. For example, I added a "demon effect" for the VO on this state. I hope you will like it Design Team Eric-ric-a-ric-arick-rolled Well, fixed a bunch of schtuff this week. Biggest thing was blocking in a new quest for the Parade District. A big rube goldberg type puzzle or monstrosity if you are Guillaume. The rest of the week has been polishing tons of bugs in old encounters so the next update should bring in some good stability to those old encounters. But most importantly Adam comes back on Monday!!! I miss you papa bear! Hayden Hello folks, This week I had the opportunity to revisit some of our older encounters and fix bugs, which also means I had the opportunity to go back through those same blueprints and clean up any boneheaded decisions I made previously—I’m probably the weird-o in the pack that actually enjoys this; there’s something about iteration that makes me feel all warm and fuzzy inside. That’s all I got, have a good weekend! Animation Team Rémi Hello world! Last week, this week and next week are rigging weeks! I was quite productive and got to finish lots of rigs so far. I’ll be able to show you some screenshots this week, but I’ve also been recording ALL of my work, so Clara and I will be working together to make a nice time lapse video and hopefully share it with you guys sometime next week. Also got to rig and implement the first person arms for our 2 additional player characters! Before that, we were simply using Arthur’s arms with a material override. It feels waaayyyy better with the real arms now In the meantime, here are some screenshots of the rigs we’ll be showcasing next week! Mike (New guy #2) Hey folks! I spent this week learning the ropes and banging out my workflow in MOBU. Made my first gameplay animation for some NPC’s (Yay!) that is very dramatic! One might even say overly dramatic. Going to keep chipping away at some NPC animations for the next week. That’s it for me, see you next week, same Bat time, same Bat channel! Jules Hi everybody, This week I mainly focused on conversation animations. Bringing characters alive during hilarious dialogue. I hope you’re going to enjoy it as much as I. Ninja Team Clara Clara bo Bara Banana Nana fo Fara me mi mo mara Clara! Hello all! I spent my week balancing between Unreal and After Effects, working on the User Interface and loading screens for the next update. With Evan, one of our Snowed-In programmer friends, we are focusing on the crafting screen right now. It's always satisfying to see the progression throughout the week, as it is slowly but surely coming together. Meanwhile, I finished the new loading screen for the Garden District islands! Hurray! If someone had told me three years ago that I would go back to animation and motion design, I would have probably laughed and watched After Effects burns. But eh, here I am now, having a lot of fun making those cameras work. Onto to the Village now! And a happy Bastille Day to our French players! Cheers!
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