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  3. Sjonsson

Posts by Sjonsson

  • Games W.I.P Thread

    • Sjonsson
    • March 29, 2015 at 12:03 PM

    Thanks Deh0li!

  • Games W.I.P Thread

    • Sjonsson
    • March 28, 2015 at 2:53 PM

    Thaanks! You know it man!

  • Games W.I.P Thread

    • Sjonsson
    • March 28, 2015 at 2:02 PM

    Devlog Update #14 – Spellsworn have been Greenlit!

    Yesterday night it happened, out of nowhere a mail arrived, telling the team Spellsworn have been greenlit. We’re over the top excited as this changes everything! We thought this process would take much longer than it did. This means that no matter what happens, you will see Spellsworn on Steam. Isn’t that amazing?!

    [Blocked Image: http://www.frogsong-studios.com/wp-content/uploads/2015/03/GreenlightBanner.png]


    Devlog Video #14


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    Art Transformation!There's been some additional magic happening to the art of Spellsworn. Lighting have been remade, the camera angle is slightly different from before, ground textures have been entirely remade as well as the rock pillars in the arena. Moreover, the lava shader have had another pass and will now blend more seamlessly while melting the terrain. Just look at this major overhaul!

    [Blocked Image: http://i.imgur.com/elmYiVQ.jpg] A sound plan!Something that the game have been missing for quite a long time now is sounds and today we are officially announcing Frogsong Studios collaboration with Christian Björklund and Niklas Ström. Both of them have been making sound effects for video games for a long time and now they have joined our ranks to create sound effects and music for Spellsworn. Christian will be the one composing the music and have a portfolio including soundtrack for Just Cause 2 from the time he was working at Avalanche Studios. Together this power duo made all the sound effects for Arrowhead Studios game Gauntlet, so you can expect some top notch quality sounds in the coming month. Here’s Gauntlet’s announcement trailer which showcases some of their work:

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  • Games W.I.P Thread

    • Sjonsson
    • March 24, 2015 at 5:39 PM

    Neither was I, it took me a couple of days to get it right and figure out the pipeline accordingly but I agree with you - it's so much better. I heard Unity actually brought in the guy who wrote NGUI (https://www.assetstore.unity3d.com/en/#!/content/2413) and let him do the foundation for it.

    And yes all of those functions - damn do I love 'em! Especially the Grid Layout Group component, tiling elements perfectly without you even lifting a finger.

  • Games W.I.P Thread

    • Sjonsson
    • March 24, 2015 at 4:33 PM
    Quote from Pericolos0

    Hah thanks Seldoon . I actually like that black bar for the interface, keeps it pretty clear like that. I'm still trying to figure out where I wanna go with it. The doom face is a cool idea but I think it's something uniquely for 90ies iD games that I don't want to rip off. It would kinda make this game obviously be trying to be a doom clone, which I don't think it is .


    Right now the interface elements will be:


    3 ammotypes:

    -blue: shell based ammo (pistol, shotgun, chaingun)

    -green: energy weapons (plasmagun, lasergun and teslagun)

    -red: explosives (grenade launcher, sticky nade launcher and rocket launcher)


    the purple number is money collected


    2 healthbars, on for health and one for shield


    my current thinking is putting money and items to the left of the screen, ammo to the right (in front of the gun, and only displaying for the guntype), and health and armor in the middle.

    I'm currently switching over to the new unity UI so it'll be easier to play around with different setups


    Castle: it's a unity based FPS I've been working on with procedurally generated levels, I've been slowly working on it for a few years, and am now finally pushing it into something more finalized . Core gameplay is pretty much run and gun with some puzzle elements and heavy physics manipulations (anything physics can be used as a weapon, even enemy gibs). The best way to describe the game i think is spelunky meets doom. It's hard, you will die a lot, and never play the same map twice

    Display More

    You gooooo! Give a shout when you need some playtesting done, I'd love to give it a shot!

    The Unity UI switch can take looots of time. I did that for a personal project of mine and it was a pretty big deal rehauling a big bunch of scripts and prefab structures.

  • Hi-Rez Studios - Level Designer (Unreal Engine 3)

    • Sjonsson
    • March 20, 2015 at 9:45 AM

    Ooooh, intriguing!

  • Corwin's house renovation adventure

    • Sjonsson
    • March 19, 2015 at 6:57 AM

    Haven't been here checking for a while but damn is this the best WIP thread or not! Can't imagine how much work and thought you're putting into this!

  • Games W.I.P Thread

    • Sjonsson
    • March 17, 2015 at 3:46 PM

    You're too fast Castle, slow down and remove some of those features, they came in too fast!

    On a more serious note, this is super impressive! Looking forward to try it out once I get home.

  • HotLine Miami II

    • Sjonsson
    • March 16, 2015 at 6:30 PM
    Quote from Sentura

    It's great, but there's a few kinks and bugs I'd of wish they would have fixed, some of which were also present in the first game. I can't get past the 15th scene because there's a collider in the way of the exit even when everyone's dead. I also had some lesser bugs happen, like npcs getting stuck in doors and this weird aim bug that caused me to not be able to rotate my character for like half a scene.


    The gameplay and story are solid though, here's to hoping they'll fix these issues soon.

    I totally agree with all the bugs. I just can't understand why doorways are so tight! Nor can't I understand why they didn't put more effort into npc sight/detection vs collisions, sometimes it just feels reaaally off.

    Here are some more things I find questionable:

    • Why are "fat thugs" blocking your bullets after you hit them and they're bleeding out? Enemies shouldn't have friendly fire but an impenetrable meat fortress that's always aligned with you and the enemies behind you really is unfair. What do you think?
    • There is some issues with the readability in the game, one of the examples is obstacles that are based on height; oftentimes it's really hard to judge whether a counter/shelf/tv can be shot over or not.

    Though all in all I still love the game, soundtrack so sexy it hurts!

  • Games W.I.P Thread

    • Sjonsson
    • March 12, 2015 at 10:49 PM

    We just got coverage by one of Swedens bigger digital media journalist websites! Holy moly!

    http://feber.se/spel/art/322707/trailer_fr_spellsworn/

  • What's going on with your life?

    • Sjonsson
    • March 12, 2015 at 4:33 PM

    I said yes to the interview and I got to know they want me to come up to Stockholm for a week and do some paid work to show them my skillset and how I work with a team.

    When I mentioned I'd very much like to sign an NDA to get more information they said we could do that if the interview turned out good. I talked a bit with a friend on Skype yesterday night before I got to bed and he calmed me a bit by saying I shouldn't consider it an option until I actually have a job offering. This is the first time a recruiter just calls me apropo nothing. Gonna try and not get too stressed about all this, not just yet!

    Talked to my team and they said they would understand if it happend, and my gf said she wasn't all against the idea of moving there.

    Going to get a date on the interview soon, I'll keep you guys updated.

    And no Chris, this guy was named Rex Rusling! Said he usually had clients in the Stockholm area.

    Thanks a lot for the answers!

  • What's going on with your life?

    • Sjonsson
    • March 12, 2015 at 12:39 AM

    Today something baffling happend.

    I got a call from a british recruiter who briefly interviewed me (sponeneously) over phone and then asked if I could go for a more serious one some other time soon. What I know is: it's an AAA-title, unannounced.

    What my problem is:I still have my own start-up company Frogsong Studios and we're really close to our Kickstarter and possibly a deal with a publisher. It's a critical moment for our company and if I leave now it might chage the outcome drastically.

    On the other hand, I haven't yet worked at an established studio with economy and I feel that in terms of CV, this position would probably be a lot better for me.

    Tomorrow noon (in 10 hours) I will have to give a decision on whether I want to go to the interview, I will probably say yes to the interview nonetheless but I feel I really should figure out my intentions as soon as possible.

    I'm super confused and feel I'd be a traitor to leave my comrades on a currently sinking ship we're currently working as hard as we can to stay alive..

    This post turned out really messy, but I guess that's exactly what my brains are like right now anyways.

    Dear mapcorians, please share your wisdom!

  • What's going on with your life?

    • Sjonsson
    • March 9, 2015 at 10:14 AM

    They just opened a gym 100 meters from my door so I've started there and trying to pick up the habit again.

    I got really motivated when I got there, they have a chin-up support machine! Maybe now I can finally learn!

  • SFX Composer

    • Sjonsson
    • March 6, 2015 at 10:29 AM

    As our last composer was involved in an accident he could not continue working with us, that said: we need a new composer!

  • Games W.I.P Thread

    • Sjonsson
    • March 5, 2015 at 10:55 AM

    So we got a new devlog up and running!

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    Except for the new gameplay stuff we're just about to send in our application for the Unreal Dev Grant. If we get it we will be able to work at least 5 months full-time, how about that?

    Also we're talking to a possible publisher but I won't say any name or if it's likely to happen at all, just that we started a conversation.

  • Unity 5

    • Sjonsson
    • March 4, 2015 at 4:58 PM
    Quote from FRAG

    From what I used in Unity 4&5 there was no brushwork, its done via 3D model assets, so you can create basic shapes but they are models, although it kind of works the same, I just never got the flexibility I had when working with brushes, most importantly was resizing on a grid, everything is done via position, rotation & scale values, which works for a set model, but not for greyboxing effectively.

    Well if you got some extra bucks there's always probuilder which is pretty sweet!

    http://www.protoolsforunity3d.com/probuilder/

  • Unity 5

    • Sjonsson
    • March 3, 2015 at 11:00 PM

    For me Unity is for smaller teams and projects that isn't real-time multiplayer and Unreal the contradiction.

    Also, if Unity keeps the same pattern of development the Unity 5.0 will not be a feature update, it will be a shistorm of new bugs, covered with cream and a cherry on top called PBR. I'm still very cautious about Unity 5.0 and won't say a bit about it until I've worked with it a bit.

    Lastly, I'd say 5% of revenue is completely worth the source code you get from Unreal, giving the team's programmers full control.

  • Unity 5

    • Sjonsson
    • March 3, 2015 at 5:10 PM

    So this is cool, really like how they try to one-up eachother! Epic and Unity that is!

  • Next Gen Art Pipeline (ZBrush/3DsMax/Substance/UE4)

    • Sjonsson
    • February 24, 2015 at 5:57 PM

    Since PBR is the future and so is .DDS formats (or well, still up-to-date) you should check out this DDS breakdown by Ben Mathis

    http://www.poopinmymouth.com/tutorial/dds_types.html

    Yes I know about the link name but really it's a serious one!

    Edit:
    We talked about this in the chat and the whole .DDS compression vs Normalmaps came up. So I figured I'd post it here too.

  • Bombard me with interesting articles!

    • Sjonsson
    • February 22, 2015 at 11:14 AM
    Quote from SuperDuperYeah

    HEYY !


    Here's some stuff to occupy yer mind.....

    ....


    Enjoy men Hope that can distract you a bit.

    Display More

    Heey man I forgot to say thanks! THANKS!

    Also here's a super cool article on Tibetian Carrion Burials!

    http://www.cvltnation.com/fed-to-the-vul…tan-sky-burial/

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