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.
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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Enemies Ingmar Bergman's Okhlos Okhlos 0.1.3 Early build
Blog RSS Feed Report abuse Latest News: Atlantian Problems Part II

5 comments by CoffeePower on Jan 13th, 2015

Happy New Year and welcome back! This is our first update of 2015 and we hope you’ve all had a great start to your year! Here at CoffeePoweredMachine the work never stops, and we’re still chugging away on the Atlantis levels, which we first showed you in our last update.Back then, when we introduced Atlantis to you, we also talked about its ornaments and it’s foliage, and you guys gave us a lot of great feedback! Thank you very much for all your thoughts, we’re going to keep working hard on those details to make sure it look just right!

The water

The composition of the water in Okhlos is quite simple: it’s a plane.

waterPlane
The water is above the actual ground of the game… duh.

It’s a plane above the actual ground of the level, so the units, buildings, and enemies never interact with it. The ground is the one that posseses all the physics components, so it still handles all the collisions itself. The water is just a mesh child of the ground.

The water has a transpartent/diffuse material, and there isn’t much more to it than that. We don’t reduce the opacity of the texture, we just change it in the materials settings. This gives us much more control, and, since we’re working directly on the final look as we make changes, we can just do it all within Unity instead of having to export out a texture for every tweak we want to make.

matProp
“Agua” in spanish means water :P

As far as water within other objects goes, all the water in streams and containers was made in 2DToolkit, which makes animating it so much easier and gives us far more versatility.

agua

As you can see from the picture above, almost all the water streams for the objects are made using sprites. We animate them frame by frame. 2DToolkit has an incredibly useful pipeline for this kind of work. We still need to export the sprites, but we change their sizes, shapes, and orientations very quickly, and we can see the results almost immediately.

barrilbebedero

waterFountain2
This fountain has 8 different sprite animations, just to illustrate the versatility of our system.

fuente

The only real problem we had with this approach was that we had to change the material of the water within the objects to differentiate it from the water plane. The water has an Additive Vertex color material, which is why it almost seems to glow.

The cascading water, as we mentioned before, is a sprite animation, but the ripples are produced using Unity’s particle system.

waterFlow

It’s actually a pretty simple effect, it’s just a looping particle that throws instances every now and then.

Captura de pantalla 2015-01-07 11.07.37

With just a few tweaks we can apply the effect to a character. We just need to change the Emission from Time to Distance, and the simulation space to local.

waterRipplesCharacter

The buildings

The buildings, fortunately, were pretty straight forward to make. We added some moss and a strange glowing pattern that we thought exuded a certain Atlantean look.

buildings

We added the obligatory moss, following in a looooong tradition of water levels.

As for the edges of the level, we got rid of those old fashioned mountain bases and we replaced them with water walls that have ancient Atlantean runes! So cool!

water

Oops… this update ended up being a little long, didn’t it? We still have at least another update to write about Atlantis, talking about enemies and hazards, but there’s also so many other things we want to talk about! We’re still not quite sure what we’ll focus on for next week, but stay tuned, it’ll definitely be exciting!

See you all next time, and happy new year!

As always, this article was proofread and edited by @pfque_!

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Post comment Comments  (20 - 30 of 41)
Cristiano.b.
Cristiano.b. Oct 23 2013, 9:42am says:

How much it will cost?

+2 votes     reply to comment
SebastianGioseffi Creator
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
Guest
Guest Oct 17 2013, 7:13am says:

download ??? XD
wow age GO! rome :( Download ???? XD XD

+1 vote     reply to comment
DrSalvador
DrSalvador Oct 16 2013, 11:44pm says:

Pikmin. So much pikmin

+2 votes     reply to comment
TwinBeast
TwinBeast Oct 10 2013, 10:37pm says:

Looks funny. Reminds me of using the Persuadertron in Syndicate.

+2 votes     reply to comment
Dude
Dude Oct 4 2013, 6:51am says:

Wow this looks really nice, looking forward for more!

+4 votes     reply to comment
farcodev
farcodev Sep 21 2013, 12:32am says:

Yeah very original game. Do you plan to add some sort of RPG thingy like experience or special skills?

Keep it on.

+2 votes     reply to comment
CoffeePower Creator
CoffeePower Sep 24 2013, 10:25am replied:

Indeed! Each unit will have it's XP, name, level and some unique features!

+1 vote   reply to comment
Haize
Haize Sep 10 2013, 11:04am says:

Espero con impaciencia la proxima actualizacion! me encanta la tematica del juego y la forma en que lo estais llevando todo, creo que este juego promete mucho seguid asi estais haciendo un gran trabajo =D

+5 votes     reply to comment
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Okhlos
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