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! 

UnitInstructions2

 

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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2 comments by CoffeePower on Sep 17th, 2014

I’m a big fan of iteration. I love letting some time pass and then revisiting something. The problem with iterating, is that takes too much time. Sometimes you have to do the same thing two or three times.

In this sense,  ideally you want to do it right the first time. Of course, you can’t plan on doing it right the first time. You can try, but it’s very unlikely that you will have it right at first.

Time is another huge factor. Sometimes, you just want to see your work in game. Seeing things implemented, even when it’s a draft, can help a lot to give you an idea of how it will look and feel in the game. Context is important.

This week, I will show you the difference between the first and second versions of a character. I think that a few of these tips are useful not just in pixel art, but in almost every creative field.

The important part: If you are not extremely happy with your result, do it again! 

Now, the example:

The last weeks, we’ve been showing you the Shield Bearer, an Ares warrior who takes cover behind a giant shield.

ShieldBearer

This is the original enemy design. If the character is looking forward, the only way to attack him is from behind, and vice versa if he is looking back. He always moves and attacks behind the shield, so you have to sneak from behind. We can start from here. 

Idle Animation:

shieldBearer_idle1
IDLE – Old Version

shieldBearer_idle2
IDLE – New Version

As you can see, the base gesture is not horrible, but it doesn’t suggest action, and the stance is kind of boring because he is just standing there. The new version is much more dynamic. It has the same number of frames, but you can see that he is waiting for action! Also, you can see some shoulder deformation, almost like a hunchback. This was unintentional, but I thought that it added personality, so I left it. 

Attacking Animation:

shieldBearer_ataca1
ATTACK – Old Version

shieldBearer_ataca2
ATTACK – New Version

The new Attacking Animation preserves the same stance from the new idle animation. This version adds an extra frame, and that gives a little more momentum prior to the attack. Also, I reworked the cape, because the previous one was awful. 

Running Animation:

shieldBearer_corre1
RUNNING – Old

shieldBearer_corre2
RUNNING – New

This animation also derives from the idle stance.  Like in the other cases, there wasn’t much I could use from the former animation, and I had to redraw a lot. 

Turn Animation:

shieldBearer_daVuelta1
TURN – Old

shieldBearer_daVuelta2
TURN – New

The turn animation had the same problem as the idle one. It lacked action. Using the idle animation as a base, we could do something much more dynamic. Also, we added a subtle movement in the foots, that helped. 

Back Animations:

__comparativaAtrasVieja
RUN / ATTACK – Old

__comparativaAtrasNueva
RUN / ATTACK – New

Back animations are a pain. A real pain. They are awful to do. They don’t look good, and that was a perfect excuse to stop doing them for the mob units.

In some enemies, we still have to do it. This was the case of the Shield Bearer. The back animations are as important as the front ones, so we had to add some love to them. Also, with the new animations, it’s much easier to read where he is facing at. 

Animating these enemies is a completely different task than animating the mob units. I’ve learned a thing or two animating these giants: It really helps drawing some guidelines on top of your character, and not to think so much about reusing every part. You might need to redraw an arm, or the torso for a particular pose, but that will give some life to your animations.

DraftAnimation

The little blue cross you see below the character is a small mark I do to know the absolute position the frame must have in the .psd file, since each frame will be automatically exported into .png.

The blue / red thing is to have a better reading of what’s happening. You might need that when you are trying to understand a couple of strokes in a 50px canvas. 

So that’s pretty much it for this week. It’s a bummer to have to redo some things but, in the end, it’s usually worth it.

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Post comment Comments  (10 - 20 of 39)
Buddhano
Buddhano Mar 29 2014, 7:30pm says:

Absolutely love this project, tracking and hoping to buy A.S.A.P!

+2 votes     reply to comment
MegapiemanPHD
MegapiemanPHD Mar 2 2014, 11:03am says:

Coffee Powered Machine was kind enough to let me take a first look at the game. Those wanting to know more about the game, feel free to check out the vid: Youtube.com

+4 votes     reply to comment
UselessBuffalo
UselessBuffalo Feb 19 2014, 12:56am says:

WOW! Game looks awesome can't wait to see the final version and buy it! Tracking for sure.

+2 votes     reply to comment
Narudan
Narudan Dec 14 2013, 11:33am says:

i need download a beta!

+1 vote     reply to comment
Meltorefas
Meltorefas Dec 4 2013, 8:38am says:

Looks cool! (There's a mutant ninja turtle!)
S29.postimg.org

Tracking

+1 vote     reply to comment
linkinpark_s
linkinpark_s Dec 3 2013, 4:49pm says:

Wow it's awesome, great work!!

+2 votes     reply to comment
WeeGee9000
WeeGee9000 Nov 19 2013, 4:13pm says:

Cool concept
cool artstyle
i like it :)

tracking

+3 votes     reply to comment
JamesTacado
JamesTacado Nov 6 2013, 9:30am says:

Tracking the game~

+4 votes     reply to comment
SebastianGioseffi
SebastianGioseffi Oct 24 2013, 11:10am replied:

We haven't thought of that yet, there is still a long way to go, but my guess would be from $5 to $15.

+3 votes     reply to comment
Cristiano.b.
Cristiano.b. Oct 24 2013, 3:59pm replied:

Ok.Thx for the information =)

+2 votes     reply to comment
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Okhlos
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