Log 1 – 1.12.25-7.12.25

Mon 1 Dec – Sun 7th Dec

Focus of the week: intro cutscene – from the reading, playing and planning…

Mon

Tues

  • Project work 1

Wed

  • Game play – continue with current game and notes etc.
  • Play for an hour – make notes

The Legend of Zelda – Link’s Awakening – Opening cinematic/title

Well, they are called ‘cut scenes’ I think…

  1. Establishing shot
    • a silhouette of a boat on a stormy ocean – the sounds of rain – dramatic music
    • rain comes in sideways
    • lightning flashes
  2. Close up on character 1
    • Link holding on to a mast
    • lightning flashes
  3. Establishing shot
    • boat continues to centre of screen
    • this time – lightning strikes the mast
    • a white flash – white out and hold…
  4. Establishing shot
    • a beach – with a forest and mountain in the background
    • character 2 walking on the beach – they stop
    • they continue, hesitantly, coming across character 1, appearing to be lying unconscious on the beach
    • character 2 approaches character 1, and hesitantly nudges them
    • based upon he coming title, we can assume that character 1 is Link
    • they freeze…camera pans up…
  5. Title loop
    • camera pans up the mountain – it has what appears to be a giant egg sitting on top of it, dwarfing the whole area
    • camera settles on the title – we hear the classic game series theme music
    • we stay there – with glinting appearing across the words
    • this loops until the player presses a button

As part of this introduction, a few questions are implied as it proceeds, which I would argue is the key purpose of the intro cinematic, leading to the title…

  • Where are we?
  • Who is the person who has found us?
  • What has happened?
  • What’s the egg?
  • Why do we care?

These are the things that are established:

  • Mood established
  • Style established – use of texture and tone as well as solid colour to build up the composition
  • Not certain of gameplay
  • Narrative elements are established

A few of these questions are answered directly in the opening minute or so of game play:

  • We are on a strange, unfamiliar island
  • We find out the characters name (and who they are NOT)

But, as these questions are answered, more come out of them…

Takeaways for Subliminor

  • Establish a set of questions that the player asks after watching it, to help drive interest
  • It is not intended to answer questions, but to raise them…
  • Establish an invitation for the player to play, in order to start answering to questions
  • Its a call to action…
  • Establish who the player will be
  • Establish the mood
  • Establish the style and look
  • Establish the world
  • Hint at gameplay, but this is not vital…
  • Keep it short and to the point
  • Only add as much detail as becessary – texture and tone can go very far…

Thu

  • Project work 2 – Pre production –
  • Do up the Concept for teaser cut scene…
  • Thumbnail and storyboard cut scene
  • What are the key questions I am hoping players will ask
    • where is this place?
    • what can we do?
    • who are we?
  • How about this:
    • start with a storm
    • clouds part onto the view of the place
    • character walks on to screen from bottom onto the headland
    • they stop
    • sea mist rolls in
    • cut to the iconic rock
    • title is revealed
    • end on title loop
    • loop of wind gusts in background
  • mocked up a three panel sequnce – took pics – now to run it past a few a few people and find out what questions they get from it…
  • results to come!
    • RESPONSE 1 – suspense – awe – trepidation – changeability – what is it? – mystery
    • RESPONSE 2 – ready to go – whet appetite for the story world – have a taste – good that it showed not told…
  • Yes! This is what I was hoping for! My enthusiastic narration may have helped

Fri

  • Project work 3 – set up the subliminor site ready for the animation etc. DONE
  • URL: subliminor.com – domain set up and all good – should be propagating now… DONE
  • set up discord channel etc. – https://discord.gg/qX5A7Jeh DONE
  • set up a vimeo channel for putting up test videos/prototypes etc. – gotta pay – don’t seem to be able to make a new channel on youtube… annoying!
  • so, maybe I will host it on google drive?

Sat

  • Finish off tasks or, if done – start another task…
  • do the zotero connection thing
  • fix why my phone can’t sync to blog any more… no odea why, but now its fine…
  • icon/logo – design to work at small scale…
  • developing a visual style
    • what are the immovable constraints
    • what do we need to draw from
    • i like the way in b and w graphics they slowly meld from the black describing the texture to white describing it
    • purposes – in game – cutscenes
    • https://twinwingames.com/guide-to-2d-game-art/
    • look at analysis of things i like as well as devligs by those that inspire – pedro medeiros
    • how do they handle detail and readability in backgrounds, scenes, etc. characters, props – size, detail, animation, scenes etc. textures, tone etc. scale
    • https://www.patreon.com/posts/gamedev-city-97987324
    • patreon

Sun

A quick catch up session

My style taste journey

  • I think its a good place to start
  • One of the earliest games i remember falling in love with was Dark Castle (1986)(https://en.wikipedia.org/wiki/Dark_Castle) on my cousin’s very old mac… we had a vic20 and an apple 2c, but the graphics on that were just totally up my alley – no idea why… maybe because WE couldn’t have them because we didn’t have a mac… Having looked at the 16 colour versions of it – I think it looses a lot
  • In early high school, i remember being drawn to an Albrecht Durer book – in particular, the etchings – again, it was the crisp black and white, the spare and refined use of line – EVERY line worked hard and had a purpose – it fascinated me that you could see before your very eyes, a visceral, tactile illustration – yet it was still totally bamboozling how it was achieved…
  • Our family also had an MC escher book, which I loved to look through
  • Lore of flight was a book that had copius amounts of black and white exploded and cutaway diagrams
  • Encyclopedia set – the one that had all the illustrations in it – little micro worlds on a particular topic – for example, all the different types of animals in a particular area etc.
  • Love of cinema – The Lighthouse – loved the square format – the B&W
  • Also, a big fan of silent era black and white films – Nosferatu, Faust, Cabinet of Dr. Caligari etc. –
  • Games
  • GB
  • Windsor McKay – Black Hole – Crumb – Chris Ware – Joe Sacco – Basil Wolverton
  • Hiroshige (and other japanese woodblockers…)
  • Can you see a theme?
  • The O’Reilly book covers are always a favourite
  • Its no surprise that I want to do pen and ink drawing!

Takeaways

I seem to particularly respond to styles that are very spare, every line has a purpose – you mind is drawn in to the style

More detailed sketches for intro cutscene

break down the intro into the parts

The approach – shape – light – detail (this bit depends on the purpose and context – e.g. if its in the background – consider limiting this, possibly to 0

  • storm clouds – side on view – start with a series of circles – on mass, they have a flow because they are in a group- light from above/behind top left –
    • pedro says: Start by thinking in groups of spheres with a flat base
  • calm clouds – side on view – limit detail as it is in the background
  • rain – side on view
  • wind whisps – side on view
  • sea mist flurries – side on view
  • waves on beach – 3/4 view – these are distant, only need to be a few curved lines…
  • rock with logo – side on view
  • calm scene of the bay – headland in distance – side on view – refer to initial sketch –
  • calm scene of the bay – the main rock bits…3/4 view
  • top half of character from behind – 3/4 view
  • sparkly/glinty sand – side on view

Aiming for the style that has as few outlines as possible – e.g. transitioning from one shade to another doesn’t have an outline (I mean, why do that???)

Get reference…

https://saint11.art/blog/pixel-art-tutorials/#Clouds

Interestingly, the b.g clouds here are just the thing I think: https://saint11.art/blog/pixel-art-tutorials/#Ruins

This is the one for the character: https://saint11.art/blog/pixel-art-tutorials/#TopDownWalkCycle and this one: https://saint11.art/blog/pixel-art-tutorials/#TopDownRun

2 tone

This is where I stall…

The doing…

  • Hour 1 – document and update log of things done (this page)
  • Hour 2 – add tasks to the next one… (include a link to it from here…)

HOUR 3 and 4 – Tutorial/learning thing – do that tute in the GBStudio world building book

Lesson for the week – stop going down irrelevant rabbit holes – keep focused on the purpose of the week…

QUESTIONS

keep adding them, and keep rolling them over…

  • develop initial style guide as a starting point – develop a starter style guide – link to pinterest
  • mockup website – it will be charcoal black – with a square in the middle – that is the ‘game screen’ – it will be 2x scale ()
  • set up pipeline – 1. work on local machine – using VScode 2. commit to gitlab – 3. posted on site
  • mockup intro cutscene in aesprite
  • add intro cutscene to
  • do the tutorial
  • tidy up the game design doc
  • create icon for discord etc. – a shape that reads properly
  • examples of multiple ways of accessing game world data – not necessarily the SAME game rendered for different devices and platforms – but ways of accessing the game world using different APPS on the SAME device/platform…
  • looking at ways of interacting with the gameworld – via handheld devices – what are some solutions from different games?
  • how could i incorporate paper mechanics and cutouts?
  • build in 30 mins of drawing activity every day please! and then, on to watercolour etc.
  • add in a place to capture questions/tasks that need to be investigated/done and can be added to the list every week…

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