Two friends, Johann and Yohahn, deserters from a war, decided to set up their own country, as a way of escaping the violence of the world. Sailing lonely, they arrived at Platform 42 and found his country there, since the platform is far and away from any potential interest. Initially, everything went as planned, with both of them busy shaping the ruins of the platform for their needs (housing, water, food, storage, light, etc..). However, due to long isolation period and the egocentric nature of both, Johann and Yohahn just got crazy. The apex of insanity was when they tried to decide what would be the name their country . Johann wanted the nation had its name, so it will be remembered for posterity. Yohahn wanted the same, with the only difference being the name of the nation should be Yohahn. As they didn’t reach an agreement, the madness and paranoia surfaced and the old friends declared war against each other.
Just a little about the game development, in this part we talk about how we build the characters and the animation.
Posted by VortexStudios on Dec 15th, 2010
This is our first post here in IndieDB, and we will talk a little about how we build and animated the My Country, My Name characters.
We did some tests with full standard 2D animation in the alpha release, and the result was amazing but the work you need was so huge!!! So we are a small team, we need to find a better and easy way to do that but we didn't like to lose the animation quality.
In the traditional animation Zé was doing all the character animation ALONE! Yes, and the last time we talked about that he said, "dude, there more than 60 animations"... And we are talking about a standard animation, the artwork is vector but the animation was done in a very traditional way, with no bones...
One option was, to destroy all the characters in small pieces to mount again in a 3D software, doing something like this can help us to cut some time from the software development and in the animation but giving a very nice animation result.
Here the first test result... This art was done just for a small research to try our theory. I'll say, we lost probably one day to understand the best way to prepare the model... And wasn't a easy work -_-'
Here is how we did all the characters, with LOTS of shapes with textures! :D
So, doing this we can keep the classic 2D game aspect like the oldies 16 or 32 bits games with all the easy animation features and flexibility of a 3D model!
Yes, there something wrong there, but, we made it work! And the final result in a very nice animated gif ;)
Ok, we did everything work very fine, but, yes! MCMN is a 2D action game, and how I said early to save our time and our money (we are a small indie studio, we didn't have much money :'( hahaha) we are doing all animations in a 3D animation software.
And you might be wondering, what the difference between the traditional 2D animation and this kind of animation with a 3D software... And here is the difference, we have 8 characters in the current beta demo, and in a traditional animation we have to do all the animations each time... and some of these animations are very similar! And in a 2D animation is almost impossible to use these similar animation in every character without re-animate each one...
So the solution is, build a common bone to use in every character and do all the animation in a 3D software, and it solved our problem and saved a month of traditional animation work! And there many other nice features with a 3D models like animation blend, we use this feature to create the transitions between the animations, mount to put weapons and items (we will use this feature to customize the characters in the final version) and many others!!!
So, here the video with every engineer animation :D
Thanks for reading, post your comments, or just say hi ;). And follow our Twitter @MyCountryMyName and our Facebook page at Facebook.com :D
And you can check our devblog at Blogs.vortexgamestudios.com.br