An anime styled RPG inspired by JRPG classics from the Playstation era like Final Fantasy, Breath of Fire, Suikoden, and Persona.

Report article RSS Feed Soul Saga - Dev Diary 62

Soul Saga is starting to break free of the bottleneck caused by the facial rigs.

Posted by Disastercake on Apr 4th, 2013

Soul Saga Dragon Monster Concept

Summary

Hey you! How longs it been now... 4 days? I missed you, buddy!

This is the first time I took a few days off from posting in over a month. I didn't want to, but the news was so scarce it was getting a little silly. The last few posts were basically "I'm waiting to hear back from the rigger... still waiting.... yup, still waiting... where the heck is he?!" Well, he finally finished the facial rig!

Now that the basic rig is done, the animations can continue!

I've spent a lot of my "downtime" researching different programming techniques and Unity's new animation system, Mecanim.

I also did some focus groups on Soul Saga to pick their brains about it and other games in a similar genre to understand what they liked and didn't like about the games. I also took this time to play... I mean study some similar and successful games to look closely at how they deal with certain aspects.

This "downtime" has given me some distance from Soul Saga to help look at it with a more critical eye. I have composed a long list of gameplay elements to start adjusting as soon as the animations are done.


Next

I will probably avoid posting daily this week since I will really not be doing too much in terms of development. Once the animations are done I will be back in full swing! I'm hoping that will be by Monday. In the meantime I plan to continue researching and planning.

Day 62
( 2013/03/31 Su )
3 hrs. Today ( 591 Total)

  • Game Design

    • Wrote some story elements.

  • Project Management

    • Worked with artist (Ryuu) regarding graphic design for Kickstarter.

    • Contacted rigger (Guillermo) regarding facial rig.

    • Communicated with possible composers.

    • Reviewed theme song drafts.

Day 63
( 2013/04/01 Mo )
3 hrs. Today ( 594 Total)

  • Game Design

    • Wrote some story elements.

  • Project Management

    • Worked with artist (Ryuu) regarding graphic design for Kickstarter.

    • Worked with rigger (Guillermo) regarding facial rig.

    • Communicated with possible composers.

    • Reviewed theme song drafts.


Day 64
( 2013/04/02 Tu )
3 hrs. Today ( 597 Total)

  • Game Design

    • Wrote some story elements.

  • Project Management

    • Worked with artist (Huan) regarding monster concept art.

    • Contacted rigger (Guillermo) regarding facial rig.

    • Communicated with possible composers.

    • Reviewed theme song drafts.


Day 65
( 2013/04/03 We )
3 hrs. Today ( 600 Total)

  • Game Design

    • Wrote some story elements.

  • Project Management

    • Worked with artist (Huan) regarding monster concept art.

    • Paid artist (Huan) for completed monster concept art.

    • Worked with rigger (Guillermo) regarding facial rig.

    • Communicated with possible composers.

    • Reviewed theme song drafts.

    • Reviewed animation drafts from animator (Tom) and gave feedback.
Post comment Comments
A-Frique
A-Frique Apr 5 2013, 5:50am says:

Playing, I mean "researching" is always good lol.Monster (image) looks cool btw- I like it's smaller arms/mouths (hydra heads)- wouldn't mind having a good whack at it ( in a good RPG kind of way).Hope the feedback from the focus groups was positive- it's great you got them in this early in the development.

Reading this update reminded me of an old saying- "To fail to plan, is to plan to fail."

Keep chugging and planning- and most of all good luck with everything! :)

+4 votes     reply to comment
Disastercake Author
Disastercake Apr 5 2013, 6:54pm replied:

Hey A-Frique. =D It's hard to get realistic feedback with only the basic combat in place, but I can read into what people do and don't like. Once I have the animations I can polish the combat up, then try to start adding in some simple story elements. I really hope the Kickstarter goes well, because if I can hire a full time animator I can do some really cool stuff with the story.

+3 votes   reply to comment
A-Frique
A-Frique Apr 7 2013, 7:11am replied:

Even with a few people and a little of the game like you said you can start getting clearer ideas of what is working and what isn't- sometimes it's better to get a limited view- it will prevent you from getting overwhelmed with the feedback and also it's easier to keep focused on one or two things- and make great solutions for that and not end up rushing solutions cos of a long to do list.

I hear you though about the full time animator- being a one-dev army is tough on the mind,the body and the game. Hope you do get one - Soul Saga is sounding and looking cooler by the day.

+4 votes     reply to comment
booman
booman Apr 5 2013, 11:20am says:

I love the updates! It was good for you to take a few days off!
Keep it coming!

+3 votes     reply to comment
Disastercake Author
Disastercake Apr 5 2013, 6:56pm replied:

Thanks booman! I think the time away from Soul Saga will end up helping it in the end. I tend to get focused on trying to implement everything, but I need to realize that a few days away from the project can really help me to look at it with a different perspective.

+2 votes   reply to comment
BadXFox
BadXFox Apr 5 2013, 3:09pm says:

Nice to keep hearing from you, Cake :D
What's that monster in the picture btw
It looks awesome ^^

+3 votes     reply to comment
Disastercake Author
Disastercake Apr 5 2013, 6:58pm replied:

Thanks, BadXFox. =) I'm going to go into more detail about this monster in the Kickstarter. I'm polishing up story element presentations for you that will be explained in good detail at that time.

+2 votes   reply to comment
cW#Ravenblood
cW#Ravenblood Apr 7 2013, 8:37am says:

Yes, your diaries give really indepth infos about what is game design and how to do it, great structure! :)

+3 votes     reply to comment
Disastercake Author
Disastercake Apr 11 2013, 10:38pm replied:

Thanks, Ravenblood! I hope I can help others get a good insight of what has to go into this type of development!

+1 vote   reply to comment
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Soul Saga
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Developer
Disastercake
Engine
Unity
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Released Jun 1, 2014
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