haha no problem xD
Can't wait for the next thing you guys share on this project as it has been growing to be one of my favorites to follow on here. Quality is really up there and only improves with each posting
It never seems like the right time but I guess now is as good a time as any to drop some content with some meat and bones on it.. an idea of the direction we're heading with the battle system & cutscenes.
Since we're still very much in Beta, you may notice some of the following in the vid;~
- frame rate drops (which we're going to be working on next by way of polishing this thing & smoothing it out.)
- some dips & peaks in sound levels (we're aware of and will be coming around to this type of thing towards release of the demo.)
okay that opening screen got me drooling (not a fan of the SE though).
Battle looks awesome so do the cut-scenes and art.
Now for some real nitpicking (but as I think you are aiming for very high quality it's worth noting) :
The cut-scene audio falls a tiny bit short. The quality seems a little below the rest. Not that it's bad but because the rest is such high quality it does stick out as a little lacking. My biggest problem with it is that the timing in some lines doesn't fully line-up with the scene and situation presented to the viewer/player.
Ofcourse this is just my opinion and should be taken with a considerable amount of salt XD
For clarity, do you mean that the VO doesn’t synch with the facial animations? Or do you mean that the cutscenes don’t seem to follow what is happening within the battle itself? Or both?
At the end of cutscene 2, I intend to show the antagonist in a “new form”, but it means some more animation works and illustration for a new iteration of the character. Unless you mean something else, let me know!
About synchrony of voice with facial movement, it’s a tough thing indeed, we have worked so hard to get the cutscene voice and facial movement to the standard it is currently, unless we uncover another way or method of making it even closer synch, this is probably the best it’s going to get
the sync-work is good and I can see there is a lot of effort put in there. That's not what I mean.
Lemme see if I can explain it :
in the beginning when you hear the line "you and your kind are already dead" and you give the visual of the sword being drawn there is a certain emotion you try to invoke however the timing between the spoken word and the visual is just a tiny bit off to get that full cinematic effect you are going for. Same when he responds after the battle "not yet"... there the line is spoken faster then the visual plays out (if that makes sense). This happens a few times ; where the visual and the spoken lines do not seem to match in speed (I guess).
Now like I said it's really nit-picky and I doubt many more ppl will even notice these things so take it with a huge helping of salt XD
I wouldn't even mention it if I you weren't already aiming for the stars here
EDIT: also I think the overall scene when he cuts the sword in half would benefit from having a breaking SE there as it feels a little 'empty' to me as it is now. but that's personal preference again xD
Well, despite limitations, cinematography was good and the in-combat insert animations were great too.
I was always hoping inserting .ogv s cinematic sequences in combat rounds but was scared there would be loading screens or lags. ^^
So in my stream for the No Travel Game Jam, I mentioned we were going to do a teaching make a game from beginning to end series of streams, but it had to wait on an announcement I couldn't make yet before I could start... Keep your eyes on our twitter tonight.
After a bit of away time due to virus and friends in crisis (friends get priority!) I think things have calmed enough for me to try to resume my activity everywhere. (I still been working on projects though!)