{"id":66,"date":"2013-08-23T16:32:00","date_gmt":"2013-08-23T16:32:00","guid":{"rendered":"http:\/\/oneiricworlds.com\/en\/index.php\/2013\/08\/23\/cutscene-and-polish\/"},"modified":"2016-02-22T09:13:18","modified_gmt":"2016-02-22T09:13:18","slug":"cutscene-and-polish","status":"publish","type":"post","link":"https:\/\/oneiricworlds.com\/en\/2013\/08\/cutscene-and-polish\/","title":{"rendered":"Cutscene and polish"},"content":{"rendered":"<p>Hi everybody,<\/p>\n<p>It&#8217;s been quite a long time since the last post (and it will be even longer until the next one).<\/p>\n<h3>I &#8211; So&#8230; What did I do? <\/h3>\n<p>During this month of August, I worked on a lot of different things&#8230;<\/p>\n<ul>\n<li>First, I worked on the<b> graphics of World of Ninjas<\/b> (my speed-dev week game, made at the end of July)<\/li>\n<li>Then I worked on<b> creating a &#8220;cut-scene&#8221;<\/b> engine for <b>World of Thieves<\/b>. Hence, I could create a short animated introduction to the game. And I&#8217;ll be able to (hopefully) easily add other ones in the future. This will be the focus of today&#8217;s post.<\/li>\n<li>I also <b>cleaned the code and the resources<\/b> because it&#8217;s starting to get huge! I have nearly 2Go of data among which 3D models, textures, sounds, &#8230; All this MUST be structured and well organised when you have to fix bugs, improve graphics, correct sounds; otherwise, you spend hours searching for the last version of the resources.<\/li>\n<li>While I was creating the intro cutscene, I really noticed the lack of music, and I felt inspired to <b>set up a complete workflow for music creation<\/b>. I spend 2 days trying to configure a Computer Aided Music pipeline&#8230; UNDER LINUX: Jack (fundamental real-time sound server) + Rosegarden (midi composer and partition editor) + Fluidsynth (synthesizer) + Hydrogen (drum-specialized midi composer) + Ardour (multi-track audio recording and mixing) + Audacity (sound modification tool)! Yes! Because I always did CAM under Linux, and I think the softwares are really great and FREE of course&#8230; But you have to be willing to spend a few days trying to understand them. More on this later \ud83d\ude42<\/li>\n<li>Finally I <b>added some polish to the game<\/b>: icon, title menu, some help in tutorials and notifications when you get an object, additional graphic improvement and of course, as always, fixing bugs and lags&#8230;<\/li>\n<\/ul>\n<p>So, today&#8217;s post will focus on the animated introduction of the game.<\/p>\n<div style=\"clear: both; text-align: center;\"><a href=\"http:\/\/3.bp.blogspot.com\/-Tk0-_1o7GdM\/UheALVPvGUI\/AAAAAAAAG00\/38wWqAqS33c\/s1600\/20130815_170845.png\" style=\"margin-left: 1em; margin-right: 1em;\"><img loading=\"lazy\" decoding=\"async\" border=\"0\" height=\"248\" src=\"http:\/\/3.bp.blogspot.com\/-Tk0-_1o7GdM\/UheALVPvGUI\/AAAAAAAAG00\/38wWqAqS33c\/s400\/20130815_170845.png\" width=\"400\" \/><\/a><\/div>\n<div style=\"text-align: center;\"><i>A screenshot from the opening sequence<\/i><\/div>\n<p><\/p>\n<h3>II &#8211; Creating an opening animation<\/h3>\n<p>If you have already tested the previous demo, you may have experienced a few difficulties to get into it. That&#8217;s because there is no global introduction to the game setting up the &#8220;context&#8221;. All games have this kind of introduction to enable the player to progressively enter the game. Even movies have them. Introduction sequences are often wide shots where you can have a grasp of where and when the action takes places. With this in mind, I made a storyboard about this intro a while ago:<\/p>\n<p><\/p>\n<div style=\"clear: both; text-align: center;\"><a href=\"http:\/\/1.bp.blogspot.com\/-oUG_Vfqa5q8\/UheJB3kyTkI\/AAAAAAAAG1U\/pByLQLvhiPw\/s1600\/DSC_1158.JPG\" style=\"margin-left: 1em; margin-right: 1em;\"><img loading=\"lazy\" decoding=\"async\" border=\"0\" height=\"296\" src=\"http:\/\/1.bp.blogspot.com\/-oUG_Vfqa5q8\/UheJB3kyTkI\/AAAAAAAAG1U\/pByLQLvhiPw\/s400\/DSC_1158.JPG\" width=\"400\" \/><\/a><\/div>\n<div style=\"text-align: center;\"><i>A quite unreadable storyboard (in French) with a weird reading way \ud83d\ude42<\/i><\/div>\n<p>Of course, these are personal notes, and I have a very poor hand-writing, so you may not understand all. But the goal was for me to have a record of the general idea of how the camera moves, what happens on screen, what is the timing&#8230; etc. This storyboard was very optimistic \ud83d\ude09 Finally, I simplified a lot of things&#8230; For example, at the beginning, there is only the hero on the boat at the moment. Maybe I&#8217;ll add more guys later. But those are not mandatory for the story understanding.<\/p>\n<h3>III &#8211; New 3D models<\/h3>\n<p>OK! I have the idea more or less clear in my head and on the paper, now it&#8217;s time to actually model all the stuff we&#8217;ll see. This includes:<\/p>\n<ul>\n<li>The Thief Guild Island: until now, I only had the &#8220;inside&#8221; of the main yard. I have to add the &#8220;outside&#8221;, that is to say the whole island.<\/li>\n<li>Various decoration stuff: fir trees, benches. I already had a few ones that I took from the Eagle Island.<\/li>\n<li>The ship on which the hero arrives at the island.&nbsp;<\/li>\n<\/ul>\n<p>This doesn&#8217;t seem that complicated&#8230;<br \/>&#8230;except&#8230; that at the beginning, I don&#8217;t have a very precise idea of how they may look like. So I spend a lot of time trying to &#8220;design&#8221; their look. Do I want something curvy? Something blocky? What colors? what materials? Something original? Classical? Can the viewer\/player understand what it is at first sight? Does it merge well with the graphical style? Of course, one can always say &#8220;I want something cool!&#8221;&#8230; But what is cool? Can we draw it? This pushed me to draw a lot of concepts. And it took me very long to achieve the result you&#8217;ll see in the next demo.<br \/>The 3D model in itself is sometimes complex to create, but the idea is a LOT longer to flesh out. It&#8217;s a long period of trial and errors, coming back-and-forth between Blender, GIMP and a simple paper sheet. Moreover, you have to put this necessary time in balance with other things: do I have the skills to create what I have in my head? (Obviously, not yet&#8230;) Can I spend more time on this according to my planning? (Obviously, no again, I&#8217;m always late&#8230;)<\/p>\n<div style=\"clear: both; text-align: center;\"><a href=\"http:\/\/3.bp.blogspot.com\/-Su0FOzQeA7U\/UheJh4FPqHI\/AAAAAAAAG1c\/lk_7C3LpfCU\/s1600\/DSC_1159.JPG\" style=\"margin-left: 1em; margin-right: 1em;\"><img loading=\"lazy\" decoding=\"async\" border=\"0\" height=\"291\" src=\"http:\/\/3.bp.blogspot.com\/-Su0FOzQeA7U\/UheJh4FPqHI\/AAAAAAAAG1c\/lk_7C3LpfCU\/s400\/DSC_1159.JPG\" width=\"400\" \/><\/a><\/div>\n<p><\/p>\n<div style=\"clear: both; text-align: center;\"><a href=\"http:\/\/3.bp.blogspot.com\/-eXKZ_NkdSoY\/UheJifC1VQI\/AAAAAAAAG1k\/6f4Af-wS2Lc\/s1600\/DSC_1160.JPG\" style=\"margin-left: 1em; margin-right: 1em;\"><img loading=\"lazy\" decoding=\"async\" border=\"0\" height=\"252\" src=\"http:\/\/3.bp.blogspot.com\/-eXKZ_NkdSoY\/UheJifC1VQI\/AAAAAAAAG1k\/6f4Af-wS2Lc\/s400\/DSC_1160.JPG\" width=\"400\" \/><\/a><\/div>\n<div style=\"text-align: center;\"><i>Some of the concepts I tried before I finally achieved something that &#8220;was OK&#8221; (but far from perfect). You may notice that this is a mess because I tend to draw everything at the same time: buildings, vehicles, characters&#8230; I just think about stuff&#8230; and they sometimes mix between them.<\/i><\/div>\n<p><\/p>\n<div style=\"clear: both; text-align: center;\"><a href=\"http:\/\/1.bp.blogspot.com\/-ChXIYIxX168\/UheA8kRR-wI\/AAAAAAAAG08\/ayJAD7bcuDU\/s1600\/20130815_170803.png\" style=\"margin-left: 1em; margin-right: 1em;\"><img loading=\"lazy\" decoding=\"async\" border=\"0\" height=\"248\" src=\"http:\/\/1.bp.blogspot.com\/-ChXIYIxX168\/UheA8kRR-wI\/AAAAAAAAG08\/ayJAD7bcuDU\/s400\/20130815_170803.png\" width=\"400\" \/><\/a><\/div>\n<div style=\"text-align: center;\"><i>The new Thief Guild Island and a &#8220;conceptual&#8221; Earth-ship: a floating island propulsed by two engines (the &#8220;floating&#8221; island has a &#8220;scientific&#8221; explanation, that will be detailed later in the game). It&#8217;s not just random stuff. By the way, my cartesian mind sometimes bother me when it comes to design, because I always think, &#8220;this is not possible in the real world&#8221;, and I have to find some (basic) believable explanation for everything I have to create.<\/i><\/div>\n<h3>&nbsp;<\/h3>\n<h3>IV- Animating the models<\/h3>\n<p>Nice! I have the models! But nothing moves by now&#8230; Luckily, this first scene doesn&#8217;t need a lot of animation. But there are a few ones: water splashes and foam around the boat, the running hero, the camera, and of course, birds and fishes.<\/p>\n<p>Surprisingly enough, the most difficult one to set up was the boat foam and water splashes, because they rely on particle systems that are really CPU-hungry! So, I spent a lot of time finely tuning the memory use to avoid any lag. But I can&#8217;t be sure it will be OK on any computer. Time and tests will say.<\/p>\n<p>I already had the animations of the hero, the birds and the fishes, so that was a bit of a relief, even if I spent some time on the hero trajectory.<\/p>\n<p><\/p>\n<h3>V &#8211; Adding sound<\/h3>\n<p>And, no that&#8217;s not finished yet. Because a silent animation cutscene is quite weird. Here again, I already had the sounds of the sea, the wind, seagulls and fishes. But I spent sometime creating the engine roaring sound. I took a creative commons sound on the internet, but the problem was none of the sounds you find on the internet are loopable. Because I want my engine sound to play in loop (I don&#8217;t want to stock a 4h-length engine sound that will saturate computer memory).<br \/>Hence, I used a software called Audacity (great free sound editor) to make the engine sound loopable without the ear being able to notice any peaks or clicks&#8230; This was quite new for me, but I finally achieve to made something decent by playing with various samples and alternatively fading them in and out.<\/p>\n<h3>VI &#8211; Adding music&#8230; Wait! What?<\/h3>\n<p>And that&#8217;s it! Because I didn&#8217;t have the time to create a full soundtrack for this animation. However, I tested it with the <a href=\"http:\/\/www.youtube.com\/watch?v=gN_x1rpGbY8\">Ocean Theme<\/a> of Zelda Windwaker, which is really the atmosphere I want for this game, and it&#8217;s kinda cool! But I won&#8217;t use this (c) Nintendo musical property in the end, neither in the incoming demo, for obvious copyright reasons.<\/p>\n<p>So, don&#8217;t go to far, there are 2 demos coming in a few minutes&#8230; 2? Yes! The graphically improved &#8220;World of Ninjas&#8221; and the classical &#8220;World of Thieves&#8221; with the introduction cutscene, the tutorials at the Thief Guild, and the Eagle Island level!<\/p>\n<p>See you soon!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Hi everybody, It&#8217;s been quite a long time since the last post (and it will be even longer until the next one). I &#8211; So&#8230; What did I do? During this month of August, I worked on a lot of different things&#8230; First, I worked on the graphics of World of Ninjas (my speed-dev week [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":204,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[14],"tags":[20],"class_list":["post-66","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-dev","tag-blender"],"_links":{"self":[{"href":"https:\/\/oneiricworlds.com\/en\/wp-json\/wp\/v2\/posts\/66","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/oneiricworlds.com\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/oneiricworlds.com\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/oneiricworlds.com\/en\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/oneiricworlds.com\/en\/wp-json\/wp\/v2\/comments?post=66"}],"version-history":[{"count":1,"href":"https:\/\/oneiricworlds.com\/en\/wp-json\/wp\/v2\/posts\/66\/revisions"}],"predecessor-version":[{"id":241,"href":"https:\/\/oneiricworlds.com\/en\/wp-json\/wp\/v2\/posts\/66\/revisions\/241"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/oneiricworlds.com\/en\/wp-json\/wp\/v2\/media\/204"}],"wp:attachment":[{"href":"https:\/\/oneiricworlds.com\/en\/wp-json\/wp\/v2\/media?parent=66"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/oneiricworlds.com\/en\/wp-json\/wp\/v2\/categories?post=66"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/oneiricworlds.com\/en\/wp-json\/wp\/v2\/tags?post=66"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}