Aaaaand we’re back! So sorry I’ve been offline, I think some construction workers next door cut my cable or something.
Anyways, I’ve got some good news to report! I’ve been working on my usual list of programming and content tasks, making good progress there, but today I’d like to take a post and dedicate it entirely to a big fat art update. I’ll re-post this content in a blog post later, but I just added a new blog post today (I wrote it about a week ago but couldn’t post due to busted internet) and I’d like to give it a few days before I kick it off the blog’s front page.
So, first off, let’s show you some sexy cutscene arts. Rest assured I’ve been working on a lot more things and stuff besides this, and I’ll get to posting about the rest of it later.
“Before” is on the left, “After” is on the right. Click to embiggen.
So, there’s a couple of things at work here. First, we’ve got new backgrounds. Next, you’ll notice that with a few exceptions we’re using the same character art as before. The chief complaints we had was that the characters looked “flat” and were sometimes hard to separate from the backgrounds. Our solution was to apply some shading to the existing characters. I have a pipeline in photoshop now that lets me manually whip up some decent shading for each character pose pretty quickly, which we can then apply dynamically in different cutscenes. The light layer is separate from the color layer, so we can adjust the intensity of the shading based on the scene’s lighting, as well as change the blending mode, and in general save ourselves from having a bajillion image files with baked-in lighting. All of this functionality is also available in mod support, though be advised our cutscene scripting system is a bit hacked together.
Everything you’re seeing here is live in my local dev build - none of this is mockups. Karen’s completely done with backgrounds, and now I just need to finish applying lighting to all the cutscenes, which is going faster than I thought it would. It took me a little less than day to knock out everything in Act I, and hopefully things should speed up as I can reuse most of that content in subsequent ones.
We have two focuses for gold edition - improved art, and some extra bonus content chiefly in the form of NG+, bonus missions, and special loot. If you’re a gamer’s gamer like me, you might be wondering why we’re giving about equal weight to an art upgrade (which offers no new gameplay), and that basically comes straight down to business.
Launching Defender’s Quest has taught me two contradictory things - visuals don’t really matter, and visuals totally matter. They’re both true at the same time. For one, lots of people were willing to look past our rough initial look and see through to the game mechanics, even giving us glowing reviews. At the same time, almost every single review mentions in either the main text (or pretty quickly in the comments) that the art style needs a lot of work. On countless forum posts where the game is mentioned, I see this come up again and again.
So, I imagine we could probably reach a lot more people if we just get the art up to snuff, probably more than we could reach if we focused solely on gameplay and nothing else. This will hopefully improve our chances of getting onto Steam as our game will seem more ‘professional’ in their eyes. Our old art style was keeping a hard ceiling on our potential sales and distribution partners. I can’t tell you how many people have said, “Sounds great, but I can’t get past the art.”
This way, we have a real shot and giving this game a second wind - perhaps as big or bigger than our first burst of sales, and that means there’s better hope for a sequel and more interesting innovations in mechanics and gameplay. Defender’s Quest is currently supporting 4 main developers - 3 part time, and 1 full time (me). This means I’m personally bearing most of the risk (and also get a larger share of the reward, if any). If everything was said and done as of today, Defender’s Quest would be a success for sure, but not enough of a success to make a career of, especially if I want to support a family. Gold edition will really prove whether I can make this my main job, or whether I go back to doing Indie stuff only as a hobby.
I’ll finish this post right here for now. Tyvon’s got a new batch of sprites for me, and I just integrated the Ice Mage two days ago (Knight is done and Dragon is almost finished, but neither is integrated yet). I’ll try to post some animated gifs of those little guys, as well as some before-after of the new tile art for battles, which also look amazing.
And when that’s all said and done, I’ll talk a little bit about what remains about NG+, game design, balance, etc.
Finally - a word on the “soft target” date of July 1st. That’s when I want to be basically done by, as much as possible, because my wife and I are going to be visiting my family in Norway at the end of July, and I want to have a good shot at releasing the game and having at least a week’s worth of time to deal with customer support and other post-launch issues rather than just flying off to Scandinavia and dumping that completely in Anthony’s lap.
Do we have a shot at July 1st? Depends on how much I can get done this week We’ll keep you posted!