In Okhlos you lead a mob of tiny-pixel-art Greeks that go around a 3D mythological Greece, destroying everything in its way, crushing gorgons, toppling cyclops and overthrowing gods. The mob will grow with each person that joins: from peasants and philosophers to legendary heroes, all of them will make each mob unique and relentless… if you can control it. You will have lots of different units to assemble a massive mob!

Each unit is unique! And each type of unit will severely affect the mob. The graphic below will give you an idea  of the basic types! 



And, of course, you can create lots of mayhem!

Okhlos does not have a release date yet, but we are aiming to release it sometime in early 2015 For PC, Mac and Linux.

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Blog RSS Feed Report abuse Latest News: Road to IGF 2015 [Part IV of V] Effects for the Gods

5 comments by CoffeePower on Oct 15th, 2014

Hey there!

Just one week to the IGF! And we still have a lot to do! 

For starters, besides the IGF we have to give a talk at Tecnopolis on Saturday, so that will take some of our time.

Because we have to be there on Friday too, we must have the build almost ready by Thursday. After that day, we decided that we wouldn’t add anything new to the build (so you can imagine how hurried we are).


As I said before, on Saturday 18 we will be giving a talk, so we can’t work on Friday or Saturday. The next Wednesday we will have to  submit it to the IGF, so we have Monday and Tuesday to fix any issues that we may find in Okhlos’ new version.


All of this is stressing us a lot, but we are glad that it’s almost over! 

Anyway, as we have so little time, I think it’s a good idea to brag about some new effects we are working on! The game still needs a lot of “Juicy“, so adding fx is a good way to give feedback to the player, letting them have a good idea of what’s happening . We still need to push a little further the audio in that part, but Gordon is working on it. 

When you have done 3 different gods for Okhlos, you start learning things you will use for the remaining ones:

1.- Be consistent

2.- K.I.S.S. (Keep It Simple, Stupid)

Following these rules, one thing we decided last week, is that every god will fly. I was finishing Artemis walking loop, when I stumble upon these rules. We already had two flying gods (1), and is much easier to do a flying animation than a walking one (2). So I threw away the ongoing animation, made a new one, added a wind blowing fx below the gods, and voilá! They are flying.

Apollo Flying
There it is! (WIP!)

Another thing we changed was the death animation. Ares was the first God I drew, so he had a lot of issues, and I learned a lot since I made him. For Apollo and Artemis I made a much more cool / powerful death animation, so, following these two simple rules, I changed Ares’ death animation.

This was the old death animation.

This is the new one.

As you can see, there is a big difference between the animations. The second one is more “epic”.  Also, it’s just a little bit easier to animate. And finally, it’s consistent with the rest of the gods. 

We learned a lot after working a few gods, and that gave us a better understanding of what we are doing.  The best advice we can give in this matter, is that if you have to make 12 Olympian gods in your game, make 3 or 4 together and that will give you a better idea of what you are up to.

Next week, we will be writing the final post of ROAD TO IGF series!

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Post comment Comments  (0 - 10 of 41)
Lemoncreme Oct 5 2014, 3:53pm says:

Woah this looks incredible!

+2 votes     reply to comment
RequiemLux Sep 21 2014, 3:04pm says:

:) looks like a funny game

+2 votes     reply to comment
gamedev12 Sep 2 2014, 11:30am says:

Does anyone else notice on the banner in the top left there is a greek elvis presely?

+2 votes     reply to comment
CoffeePower Sep 3 2014, 12:57pm replied:

Shhh. He is Incognito.

+1 vote     reply to comment
gamedev12 Sep 6 2014, 3:06pm replied:

Okay, i'll keep quiet.

+2 votes     reply to comment
BiggerBoss Aug 29 2014, 3:26am says:

Can't wait to play this!

+3 votes     reply to comment
danreaper Aug 23 2014, 3:35am says:

This is epic! Do we have a release date?

+2 votes     reply to comment
SebastianGioseffi Aug 26 2014, 5:25pm replied:

Our latest estimate puts the release date near March 2015.

+2 votes     reply to comment
Dotdroid Jul 4 2014, 4:27am says:

This game is a delight. Has a sort of Pikmin feel to it, great job team!

+4 votes     reply to comment
Guest May 11 2014, 7:30pm says:

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@AvixGames Gracias! Cuando tengamos una build estable se las paso!

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RT @FranERH: @roketronz and @SebaGioseffi from @CpmStudio #talks about their #GameDev #Okhlos at @ConferenciasVJ #VJ14

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Para los que quieran un toque más de incoherencias, estoy hablando acá, ahora!

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in case you missed it earlier, new devblog update! #gamedev #indiedev #specialeffects

Oct 15 2014, 6:31pm by cpmstudio

RT @CpmStudio: We are at the doors of the #IGF, and this week, we brag about gods' effects! Gifs! #gamedev T.

Oct 15 2014, 12:51pm by roketronz

RT @CpmStudio: We are at the doors of the #IGF, and this week, we brag about gods' effects! Gifs! #gamedev T.

Oct 15 2014, 12:51pm by okhlos

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