Grumpy Witch Reborn Part 2

Well, we’re back! As promised, with another dev blog and look at the continuing development of Grumpy Witch. In today’s blog we’re going to go over a second look at the updated UI (yes, even updated from the last blog), and a quick look at our voiced storyline. This blog wont be super long, but we hope you’ll enjoy the read regardless.

User Interface Part 2

GrumpyWitchUI2.png

So, there’s a few things I’d like to point out in regards to the picture posted above. The first being the far more streamlined Health and Coin Collection UI Element in the top left hand corner of the screen. A few decisions were made here, including removing the frying pan from behind the coin collection element, highlighting the hearts in a bright gold outline while also giving them a brighter shade of red. Lastly, an overall resize of the element to make it not take up as screen-space as the previous element did. Here’s a closer look below,

HeartsAndCoinUIElement.png

Eventually, we’ll add some nice animation elements to this to, as well as updating the number display under the coin that shows how many of them you’ve collected so far.

WandAndPan.png

Now, there’s one entirely brand new UI element I’m sure caught your eye, and we’re going to take a closer look at that element now. Now, we’re not quite ready to go in to much detail here, but if you’re wondering what this is for? Well, Emilia will be able to equip different wands and melee items. We’re excited about this, as the wands and melee options should offer up different game-play opportunities. Though, we’re not ready to go over all the options at your disposal yet, that’ll be a dev blog for another day.

Voiced Storyline

This part of the blog is going to be a little bit shorter and more to the point. In this section, we’re going to give you a few small previews of voice lines from the story. That, and a quick look at the Dialog UI concept.

dialog_ui_concept.jpg

The current plan for the dialog, as you can see in the concept above, is to have an old school popup in the vein of older RPG’s. We’re not quite ready to go in to more detail about this yet, but stay tuned for more!

Voice Lines from Kat Kuhl playing Emilia

You can find out more about Kat Kuhl by following her on twitter: https://twitter.com/kat_kuhl_

Voice Lines from Sandra Espinoza playing Fonelle

You can find out more about Sandra Espinoza by following her on Twitter: https://twitter.com/DustyOldRoses

Now, I’d like to leave you all off on a quick note…

Any demo builds of the game that we’ll be sharing in the coming weeks will NOT have the story or voice acting implemented yet. This is still in production and is going to take quite some time. So, please just bear that in mind. That being said, I really hope you’ve enjoyed today’s look at Grumpy Witch, stay tuned for more coming next Friday!

-CRK

Grumpy Witch Reborn Part 1

It’s been quite some time since we updated our dev blog, and for that, I’d like to take a quick moment to apologize to you all. Now, not to worry because the team has been heads down and hard at work since our last blog post. With this post, however, I thought we’d do a basic introduction for myself and then a small update in regards to a few areas of GW.

Who are you?

First things first, I need to introduce myself. I’m Ciara, and I’m the new Community and Media head here at Pixel Constructor. I wear a few hats on the team, but the most important one to me is the hat that says I get to interact with and engage with all you wonderful people.

For those wondering about my experience in the Industry however, I’ve got a small list of the projects I’ve worked on,

  • Kerbal Space Program

  • Legends of Aethereus

  • Heliborne

Now that that’s out of the way, let’s get back to the nuts and bolts of where Grumpy Witch is as a project.

Please remember that, as usual, most of this is subject to change.

User Interface

A much simpler user interface

A much simpler user interface

First things first, we’ve done a re-design of the User Interface with the intention of streamlining from the previous version of the game. We’ll go over what the coins are for in a different post, but suffice to say they’re a part of gameplay and progression. Outside that, we’ve gone for less of a “Health Bar” approach and decided to move to a much simpler view of Emilia’s health during gameplay.

Animation Update

Emilia’s New Rig

Emilia’s New Rig

Emilia’s rig has also been overhauled from the ground up, which gives us a much smoother and more responsive character in regards to game play than we had previously. This also means that Emilia’s been updated from head to toe. Her new rig is shown here. We’ll showcase some of the animation updates in a different blog in the coming days.

Level Design

We’ve also built new assets, new tile-sets and updated the way we design and implement levels. This is in keeping with our move from some of the previous iterations of the game in which the levels were a bit more standard 2D to a full 2.5D level design outlook. Which, for some of you, you saw way back in a blog post back during May of 2018. With the new tile-sets and the newer 2.5D approach, we can build levels faster, add more verticality, and even do a few other nifty tricks.

New level design for the win!

New level design for the win!

There’s obviously more to go over, but we wanted to get something out to you all. With that being that, stay tuned for more blogs, more updates, a new game-play trailer, et all, to come over the next few weeks.

Oh, and before I go….how’s about a new music track we’ve not shared yet?

Thanks for sticking with us everyone! We’ll see you in the next blog! This is Ciara, signing off.

The Challenges of 2.5D Character Controllers in Unity Part 1

The Challenges of 2.5D Character Controllers in Unity Part 1

Unity uses an implementation of Box2D, so everything is floating point numbers and vector math. For any artists out there, it's an awful lot like switching from Photoshop to Illustrator. Your art sensibilities carry over, but you have to tie your brain in knots to get the tools to behave how you expect them to.

The Man behind the Magic: Christian Williames, our Technical Designer!

Hello internet denizens, I'm Christian. I'm here as the resident gameplay/technical designer and 2D guy, and this is the post about me.

I've got 7/8ths of a degree in Game Design from George Mason University (currently on hold) and I've gone on a pilgrimage to study on a mountain in Dundee under some game design monks. I've got at least some experience in every field of game development (modeling, programming, 2D/3D animation and rigging, systems/gameplay design, writing, folie, music, production, whatever else you can think of). I've been making weird and experimental little games for friends and family since a very young age and have been shooting for a position of professional game design since I realized that was a thing you could do.

I've got an odd history in gameplay and system design, with experience in a lot of areas - card games, tabletops, LARP design (parlor and contact), platformers, small RPGs, physical toys, board games, and I occasionally trap several strangers in a basement and force them to learn the power of friendship through a series of dangerous challenges before they can leave. I guess that last one falls under larp design too.

I've done a great deal of odd jobs and some consulting and commission work (and several small teams and companies that rapidly self destructed), but this is my first proper gig as designer and I am filled with nerves and excitement.

In my spare time I like trawling through indie game sites for interesting nonsense, and any activity that involves real life crafting. You know, stuff like sewing, sculpting, drawing, propmaking, woodworking, origami. One of these days I'm going to get a 3D printer and just make myself an iron man suit.

So what's my job around here? As technical designer, I'm the glue between the designers and programmers. I get my hands dirty in C#, implementing most of the actual movement and gameplay, and spend most nights haunted by visions of floating point errors and contact filters.

As far as gameplay design, I'm very concerned with the moment-to-moment gameplay. It's my job to make sure it really feels good to control Emilia, and that her personality and the tone of the adventure really shine through in everything from the visual effects to the controls to the jump arc. There's a story that Shigeru Miyamoto started Mario 64 with an empty room with some platforms and slopes. His team worked for some time to make sure just the act of moving around the space was fun -- that's sort of my job around here. The game should be fun before the first enemy or puzzle.

Hopefully you'll see me around talking about wand effects or the physics of broom flight! If not, know I'm out there somewhere, tirelessly glaring at my monitor and muttering something about boxcasts.

Obligatory Workspace Shot

Obligatory Workspace Shot

Obligatory Workspace Shot #2

Obligatory Workspace Shot #2

New Year: New Website!

New Year: New Website!

Hello Everyone and welcome to PixelConstructor.com 2.0: Electric Boogaloo!

It’s been a while since we did a total revamp of the site: The old provider was a bit of a nightmare to work with, lacked most of the shiny new features the kids are into these days, and had… difficulties… with us having more than one person online. With the move over to our new glorious SquareSpace Overlords, we’re looking forward to having a much easier time getting things up to show!

Stay tuned as we shuffle the blog around and get new information up.