VIDE stands for Vectorized Image Deformation Engine, and is a powerful bone-based 2D image and vector art animation engine. It is written entirely in Haxe/NME, and so is available on many platforms. While released, the engine will remain proprietary until Fancy Fish Games has made their first game using it and fixed all the kinks. You can learn more about the technology behind VIDE on my blog here: David.fancyfishgames.com

If you're interested in VIDE, or want to try it out and help beta test it, feel free to contact me!

You can also see some sample animations in vide here:

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Blog RSS Feed Report abuse Latest News: April Development Update!

About Havencall with 2 comments by RedOwl on Apr 26th, 2013

Greetings! It's been a while since our last development update, but that doesn't mean exciting stuff hasn't been happening! Here's what we've been making and some insight into the development process.


Art

A large new area was completed yesterday. This is one of 6 of the most important areas in the game, and is a part of the first world (of three) that Aura adventures through. Here is a partial screenshot of the scene (it shows about 1/4 of the entire thing):

New Scene
(click for full size)

And here is a GIF showing a step-by-step of the digital painting process:

 photo wip1_zpsbee5ef04.gif

Additionally, four mini-scenes (all related to the first puzzle of the game) were completed. These smaller scenes are accessible from the space-time ruins area. Here is Aura standing in one of them:

Ruins Interior 1

You can also find detailed step-by-step notes about painting this interior on my blog: Process Journal: Ruins Interior.

The four non-player characters we posted about before were also completed (as well as animated). Here are a few of them painted up (not to scale): 


Art assets for cut-scenes have been progressing as well, including the revision/improvement of this close-up of Aura we posted before:


What do you think? Better, right?


Animations

Speaking of that close-up shot, animations have been made for it, including several different expressions and a hair animation. Here's a screen-capture of my workspace, using VIDE (our animation engine), showing the bones, frames, and layers of the animations:


And here is a short video showing a little bit of the animations (just hair and blinking, no expressions):

Several animations for in-game Aura have also been created since our last update, including a sit/stand and stumble/fall.

Writing

Writing has progressed by leaps and bounds since our last update! Since Havencall is such a strongly story-driven game, we recently decided to take a good long time organizing, revising, and re-writing all the story material we had into a comprehensive, all-inclusive "Game Script."

The game script is currently very close to complete (just a few scenes left to write/revise), and currently weighs in at 30 single-spaced pages! With the script in place, all of the details of every scene, puzzle, interaction, dialogue and battle is available for us to reference at any time. It's an invaluable resource, and is already helping to speed along development in all other areas.

Music

Last but not least, an awesome new song was recently completed by our talented composer. Give it a listen:


That's it for now, but look forward to more updates as we forge ahead in development!

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Havencall

Havencall Havencall Indie

Updated 1 week ago Coming Q4 2013 Single Player Point and Click

Let the adventure begin! Play as Aura, a strange girl who dreams of a world beyond her own - of the place where she truly belongs. Setting out to find...

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Released Sep 6, 2012
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Latest tweets from @davidmaletz

Speaking of which, I should probably post a link: T.co Please back and share!

17hours 9mins ago

Seems like $6 is becoming a popular backer amount, even though the reward is $5 - not that I'm complaining!

17hours 11mins ago

And yet again we were blown off by the oven repair guy. At this rate, our oven will never be fixed >_>

17hours 13mins ago

@amijlee It doesn't make logical sense, but perhaps it makes an emotional impact?

18hours 6mins ago

@DavidMaletz Quite the conundrum. I need to build momentum to give people faith that the project still has a chance. It's only been 4 days!

19hours 21mins ago

@DavidMaletz because Rhythos had a slow start, people don't think it will make it, and wont back it. But if they don't, we can't recover.

19hours 21mins ago

"I like it and I hope it goes well, unfortunately I don't think you'll be able to reach your goal of 12,000 :S" This is the problem [...]

19hours 22mins ago

@DarkestKale Yeah, since I can't give the editor as a reward (it'll be free) the other rewards aren't as appealing. I may edit & post update

22hours 9mins ago

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