@AsthreeWorks

Asthree Works

¡Enhorabuena por vuestro exitoso trabajo chicos! Estoy deseando manejar al alien y que se mueva por mi monitor. ¿Por qué fechas, más o menos, mostraréis el avance del juego?

En cuanto hayamos implementado las nuevas mecánicas subiremos el primer avance del juego. No queremos pillarnos los dedos, pero haciendo una aproximación esperamos distribuir una primera demo entre nuestros backers para principios de año.

Latest answers from Asthree Works

Hi asthreeworks! I just wanted to say that you guys are absolutely amazing! I’ve been watching this project from the start and it has grew into something amazing! Keep up the great work! Especially Enol Martínez with that amazing pixel art! 👾

Thanks for your kind words! All the time spent in those animations is worth it for comments like yours ;-)

I absolutely love the pixel art/animation in this game 👍🏻! Enol Martínez’s pixel art inspired me to start drawing my own pixel art. I know practice over time is key but does Enol Martinez have any advice or tutorials for a young pixel artist? Has he thought of creating a Udemy course or some YouTube

Cameron
First of all thanks for your comment, seeing how my work inspired you to enter this world and bring your ideas to live really makes my day :-D
Talking about the experience in the field, I've been doing animation since I was very young, started with Photoshop and Flash and then moved to other platforms. My actual tool to create pixel art (and the one that resembles Flash the most) is Aseprite, wich allows to use layers, exports spritesheets, etc. Having a great tool like this enhances the creative process and saves you tons of hours (plus it's cheap!).
The good thing about pixel art is that it can adapt the complexity of an animation to the look and feel of your aesthetic and doesn't require complex visuals to look cool. Start with simpler graphics (like Superbrothers: Sword & Sworcery), test your skills and grow from there.
About creating an online course, right now we are ultra-focused in the development of our game so I don't have much time left for anything :-/
and besides, there are tons of pixel art tutorials out there!
I encourage you to check the ones from MiniBoss, they are very helpful and beautiful to look at: http://blog.studiominiboss.com/pixelart
PS: if you don't create incredible animations in no time don't despair! This is a process that requires hours of patience ;-)

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As far as I can see from screenshots, you are using something like 44px height characters and a 290x149 pixel perfect camera for in-game graphics. Is it correct? Were these your first choice? A 32px height is more classic but it seems hard to get the same detail level (especially on oblique lines)

Yeah, we are working with considerably big characters. This was our first choice because we wanted realistic animations for cutscenes and gameplay situations. With this scale we can create detailed objects too (all the game happens inside a facility so creating a huge variety of elements for the backgrounds was essential).
You can make great graphics with less pixels (look at Sword and Sorcery) but probably need to rely in other aesthetic elements or use more fx/music tunes to represent certain effects or gameplay mechanics.

Que consejo podríais dar a aquellos que desean dedicarse a los videojuegos? Como de grande consideráis que es el sector por vuestra zona?

Los mejores consejos que podemos dar son:
- aprender herramientas de desarrollo básicas como Unity para crear el juego, Visual Studio para programar y Aseprite si por ejemplo se quieren realizar gráficos pixel art (algo más accesible que otro tipo de técnicas como el 3D).
- contar con un equipo multidisciplinar pero procurar que cada miembro del equipo se centre en tareas concretas, no abarcar demasiado uno solo.
- aprender a trabajar con milestones distribuyendo las tareas de manera coherente.
- planificar muy bien el proyecto antes de lanzarse a realizar gráficos y testear con mockups las mecánicas de juego para ver que el proyecto funciona y es divertido.
- plantear una vuelta de tuerca sobre mecánicas existentes: es lo que ayudará a diferenciar tu proyecto.
___
Sobre la pregunta de como de grande es el sector en Asturias, pues hay unos cuantos estudios que se dedican al desarrollo de juegos en la región y al menos uno (Milkstone) ha sacado al mercado proyectos bastante exitosos y con buenas críticas. Se podría decir que vamos creciendo poco :)

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Hello I plan on making a game of my own my only issue is I don't know where to look for pixel art designers/animators and since I'm currently doing everything solo I'd like to know where you all looked for artists

christopher
The Lead designer of Paradise Lost started making pixel animations since he was young, so we didn't have to find an artist for the game. Other members of the studio help with the sprites too and learned how to do some basic animations and graphics. We recommend to use Aseprite, is a really useful pixel tool and everyone can get the drift of it in no time :)

i bought the silver edition a while ago, and i go back to the download link at humblebundle every once and a while for updates, but nothing changes. it says its alpha version 1.1.2. isnt the demo link being updated?

Walker Maher
We didn't update the demo because the basic structure of the game is being constantly modified and some mechanics could show problems. We are working on a different environment inside Unity and stuff that you saw in the demo build is no longuer there (rooms moved, other enemies, cutscenes, etc). We'll probably update the demo again when we come close to beta version so people can experience the gameplay changes.
Some of the things that have been upgraded since ver. 1.1.2:
- entering hideouts from any position
- sprite fixes for graphical errors
- arrows showing vertical conducts
- new signals and clearer maps for corridors
- enhanced state bubbles for the enemies

Cómo habéis logrado dedicaros integramente al desarrollo del juego sin acabar debajo de un puente? Me gustaría entrar en el mundillo del desarrollo indie y ando algo perdido en ese proceso de transición. PD: Estáis haciendo un juegaco.

AlbertoFdzM’s Profile PhotoAlberto Fernandez
Muchas gracias! Sobre lo de vivir debajo de un puente... nadie a dicho que no estemos debajo de uno! jajaja
Ahora en serio, hacer videojuegos implica muchos sacrificios. Nosotros planificamos lo mejor que pudimos el desarrollo y nos lanzamos a la piscina con la campaña de Kickstarter, dejando nuestros trabajos en el proceso. Te recomiendo que te lo tomes con calma y te especialices en el campo que más te gusta. Júntate con gente competente e intenta salir adelante :)

No more dev logs?

Still doing them but took some time developing the alpha demo for Kickstarter / Humble backers. We'll be posting a new one in no time.

asthreeworks.com/level-editor-map-and-new-goodies I really like it!! And I have one question about that.. Is that made with unity editor? Or others?

All made with Unity. The Unity editor provides the basic scheme and tools to design your levels. We wanted to go a step forward and added new functions like the room grid, but most options like snapping to pixel units, etc. come by default :)

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