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NEW CHALLENGER APPROACHES

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Howdy from Texas again, ya’ll!

We’ve got a smorgasbord of new goodies to show off this time around, from new maps, brand-new mapping features that show off the capabilities of the BITE Engine, a new challenger with distant relation to our dearest trash-panda, Poncho, and much more!

Let’s dive right in:

A New Challenger Approaches

Seeing as we named our sweet lil’ dude below after our favorite western-wear (and because it’s a dang cute name), we wanted to flesh out his move-set with that western bravado we all love so much:

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And we’ve been fleshing out Poncho’s entire move-set, including making some modifications to his charge and casting cycles with tail swishes:

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 But there’s a classic western song Becca and I love by Willie & Merle, Pancho & Lefty, and we thought, you know… Poncho needs a buddy. Sooooo, without further ado, a new challenger approaches!

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 Lefty is a Red Panda, and while hailing from a distant and mysterious land, he’s come to have a classic western showdown with our pal Poncho. And watch out when he swings that big stick of his, cause bamboo doesn’t bend or break easily.

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  And with all this work on our furry friends, we haven’t neglected some of those small touches that give our other characters life, with some custom animations like Fennic’s below:

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BITE Feature Expansion - Mapping

And with all this work on animations, Patrick’s been hard at work expanding the Map Editor Features of BITE, like the new ability to customize key mappings for all the Editor’s features. So whether you’re more comfortable with the Arrow Keys or WASD, he’s got you covered:

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And building maps ain’t easy, so he’s added new brushes from a single-tile, four-tile and fill brush to quickly cover more ground!

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But my favorite new feature is the simple Impasse System, which allows you to designate individual tiles that are impassable, leaving the control completely in the creators hands as to how maps are navigated.

We’ve already gone through and added these impasses to our existing maps, spreading the love as you can see below:

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And we’ve worked up a few new places for you to cause havoc, like these alternate, fighting-enabled interiors:

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Oh, and did we mention we’re hard at work on a new biome: the desert! That perfect place for Poncho and Lefty to square off in, especially if a tumbleweed blows through:

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BITE Feature Expansion - Cutscene Editor

And these improvements from BITE are already filtering into the Cutscene Editor, which Patrick is engineering to include streamlined event re-ordering, actor additions, and a whole slew of visual tweaks that we’ve got previews of below:

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We’re excited to show off the practical in-game implications of this next time!

Until Next Time, Yeeeehaaaaw

I guess the desert tiles are bringing out the country in me, but we’ve only just begun with these and another exciting biome we’ve got in the works:

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Wait, is that snow?!

Guess we’ll all just have to wait and find out :D. So until next time, holster those six shooters and go play some video games

Source: arcadianatlas.blogspot.com gamedev pixel art arcadianatlas
BITE Enhanced Map-EditorTis the season for new improvements to our BITE engine, and this go-round we’ve got a vastly improved mapping interface.
What exactly is new? Well, the UI has been completely re-vamped, enabling quick, at-a-glance organization...

BITE Enhanced Map-Editor

Tis the season for new improvements to our BITE engine, and this go-round we’ve got a vastly improved mapping interface.

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What exactly is new? Well, the UI has been completely re-vamped, enabling quick, at-a-glance organization of tiles from base, half-height, height, slants, mutators, and giant props, as you can see below. There is 0 lag in the new system, a vast improvement over the previous map editor!

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Organization and placement of tiles has never been simpler, with individually segmented boxes and easy scrolling through long sheets. Patrick’s new BITE engine also boasts incredibly small map files, meaning our maps are now 10 times (that’s right, 10 TIMES) smaller than they were before, meaning quicker loading times and smaller file sizes!

And the customization options afforded by BITE means we can now quickly sort by a few simple tile sheets, and even customize each sheet to have special properties all the way down to tile-by-tile specifications. Ever wanted to designate certain tiles land, rock, water, or other spell-related affect tiles? Now we can!

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And of course, as our map editor is being improved with these new additions, we’re working up new maps and exciting new biomes to battle in, just a few of those additions you can see below like some gorgeous desert staples and gnarled stumps and fall colored trees just in time for Winter:

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arcadian atlas indie gaming pixel art

Interior Designs & Graphics Galore

Recently the team finished up some map interior graphics & some of the few remaining animations for Arcadian Atlas’s 4 CORE  job classes.

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Becca has been working up some graphics for house interiors and our Recruitment Centers throughout Arcadia. You can see a few of these below.

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And if we zoom in a bit you can see some light pouring through new windows, and  bench for troops to sit and wait (because isn’t a Recruitment Center just a glorified waiting room) , and a fancy desk for processing new troops.

Of course, when you’re not waiting, you’re training with some quality practice dummies and an assortment of weaponry for our discerning warriors:

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And when you’re ready to lay your sweet head to rest, we’ve got a deluxe bed you could probably cram a couple of people in (uncomfortably, but this isn’t a charity!) and some barrels full of wine to help the long hours seem short.

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We’re also putting finishing touches on our primary attack animations, ensuring all eight frames front and back are as smooth as possible. From the heavy crossbow toting Ranger above, to the gargantuan hammer our Apothecary is dragging around below, we’re nearly done with all our CORE classes and their various fightin’ styles!

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And of course a whole slew of new items for our re-vamped BITE enabled item editors!

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Source: arcadianatlas.com arcadian atlas gaming indie game video games

Introducing: The BITE Engine

Way back when we jumped from RPG Maker to the more expansive world of Unity, we had a vision for not just our dream game, but for a creation tool so user-friendly it could be given to anyone who wanted to make a tactical RPG (one of the most notoriously difficult genres to create).

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That dream is beginning to become a reality concurrently with the creation of Arcadian Atlas. Patrick has been hard-at-work on the foundation for what we are dubbing the BITE engine enhancement - an add-on that utilizes Odin Inspector’s tools to create easily-modifiable units, scenarios, skills, items, weapons, and scenes. The best part: this tool is being developed in conjunction with Atlas, meaning every benefit to the system is a benefit to the game, which includes the following:

More Power to the Game Designer - A large portion of a game designer’s life is turning knobs and whistles to balance values and to create the best possible experience for the player. You’ve all probably played RPGs with horrid difficulty spikes, or gotten bored going hours without a challenge. BITE allows us to easily and quickly implement your feedback when it comes beta time!

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Smaller File and Patch Sizes - To get Arcadian Atlas’ prototype off the ground, we initially utilized Unity Prefabs. Moving to a new different segmented form of data means we can be much more efficient with the size of the game, as well as any patches we make on Steam (and elsewhere). We know some of you backers have internet data caps, so we want to keep file sizes as user-friendly as possible!

Advanced Cutscenes and Scenarios - We’ve forged a giant pyramid of stats, classes, status effects, and skills out of the prototype’s design work so far. Cutscenes and scenarios (missions) rely on pretty much everything, so being clean and organized with those building blocks allows us to quickly create, reorder, and modify events.

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Plug & Play Capabilities - We’ve re-structured the logic and data to separate it from the graphics, which is a fancy way of saying Arcadian Atlas and future tactical RPGs using BITE will require far less digging into code-bases to create and play!

Effortless Changes - With BITE’s data-driven design, we can remove, add, and change everything from units, status effects, skills, missions, locations, cutscenes (or most anything else) effortlessly midway through development based on new needs and feedback!

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Iconic

To celebrate BITE, we wanted to show off some of the graphics we’re paring with Patrick’s data-driven systems.

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Iconography is an integral part of the user experience, and serves both as localization tool (because images require no translation) and ease of navigation. We love the design challenge of creating icons for our stats, items, text boxes, and menus that are at the same time simple, clean, and communicate efficiently. See below just a handful of those we’ve cooked up for our items:

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Source: arcadianatlas.com arcadian atlas games with pixel art final fantasy made with unity

Improvements Abound with Odin

As pretty as these lil’ dudes are walking, slapping, and smashing about - a video game has to be as efficient as possible. Our programmer Patrick recently upgraded our Unity build with Odin Inspector, a powerful tool that’s allowed him to streamline how maps, cutscenes, and menus save data and juggle database information.

We’ve gone from complicated and rather ugly excel files for items to completely in-engine databases with images and separate, easy-to-read and alter fields like this:

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But it’s not just for databases! Odin has far-reaching implications for space saving, with the potential to reduce both disk and RAM space requirements by upwards of 90%! That’s huge for download size and run speed! In fact, we’re already applying it to how maps are constructed and saved:

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So while we absolutely adore the animations and art side of Arcadian Atlas, this is easily what is making us most happy!

Oh, but we forgot that we’re even improving how animations are handled in the background ; ). Blend Trees will allow us to better organize all of our isometric animations within Unity so that we can finish hooking it up to our unique characters and classes faster! Possibly 75% faster! NUMBERS! BIG NUMBERS EVERYWHERE!

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(Blend Trees to Reduce Animation Programming Lag)

Source: store.steampowered.com arcadian atlas madewithunity unity2d gamedev

Serving Fierce Face

Let’s face it (see what I did there?): little Apothecary and Warmancer sprites are super cute, but sometimes we need to look a person square in the high-detailed eye and give them a good talkin’ to.

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So Becca and I have been hard at work on portraits to go with our sprites. Because there’s nothing sadder than walking into a tavern and the tavern-master won’t even look you in the face. That’s enough reason to brawl right then and there!

Source: store.steampowered.com arcadian atlas indie games gamedev retrogaming

Dressed to the Nines

We want all our classes prepped and ready for battle, and it’s tough to go to battle naked. These are just facts. Not only do you look like a crazy person, but swords and arrows are going to go clean through that tender skin.

So one of the very practical things we’ve been working on? Animation, and that means putting clothes on these little freaks:

Insider View: For all those who ask, Becca and I (Taylor) primarily use Photoshop and Pyxel Edit for our graphics work. Pyxel Edit is especially useful for animations, as it has digital onion skin layovers and a continuous preview of the animation as you work!

Animating characters involves a meticulous knowledge of each piece of clothing the character wears. With the Ranger, the frills on his boots and loose sleeves move independently of closer-hugging clothing like his gloves. So in action animations, there’s a slight delay before those items move in relation to the rest of his clothing.

Likewise with the Cavalier, their capes are bulky and have a real weight to them, so during the jump animation you’ll notice it still pulls down and drags until late in the jump.

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And this year in the Arcadian Atlas Olympics, who won the high jump event? Fem Cavalier, obviously.

arcadian atlas indie dev Final Fantasy pixel art

Game Development: Back to Basics

Ah, the essentials of a fight. We’ve got our Idling, Walking, Injured, Charging, Jumping, Flying, Landing, Death animations, and the list goes on! And remember, that’s for front views, back views, male, and female troops. 48+ unique frames per class, 2 genders, 4 classes - that’s 384+ unique frames just for basic animations!

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Over the last few months we’ve been steadily chipping away at them, and we’re happy to say we’ve not only finalized the designs for our male/female Apothecary and male/female Warmancer - but we’ve even knocked out all of their core animations! Yep, all 384+ of them!

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And now we move on to the specialized attacks for each class, one of which Becca’s been hard at work on below:

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Hammer SMASH’n

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Anatomy of Animation

Artistically, animation is one of the most pain-staking processes of game development. It’s a multilayered art, both literally and figuratively, and we wanted to give you a peek behind that process in more depth as we finalize the animations for our core classes.

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Each core class has a list of essential battle animations, arranged in a sheet, that are consistent across classes. What’s not consistent across classes? Attacks & Skills.

So when making new animations, we start with real-world examples and build keyframes from them. In the case of the above Apothecary Bottle Throw animation, I used myself as a base and built from it.

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New animations typically work in stages:

  • Raw Footage - a video or gif of real-world people performing the action to be animated.
  • Skeleton - the basic shapes of an animation, typically very rough. This is used to ensure the flow of the animation looks correct before detail is added.
  • Naked Base - the naked form all classes can use before hair, clothes, and other details are added.
  • Clothed - usually the final stage where all class-specific content is added to the naked base and added to that core classes’ sprite sheet.
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So in essence, any new animation we create is actually 3 animations, and from start to finish with the Apothecary Bottle Throw it looks like the example below:

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And that’s just the specialized animations! We’ve got a whole slew of basic movements and actions to tackle.

- T

Source: store.steampowered.com arcadian atlas gaming indie games pixel art