Thursday 20 March 2014

Revealing Swords & Soldiers II

We recently announced that we our new game is Swords & Soldiers II. We didn't actually show any real gameplay yet, so today brings an exciting moment: here's what it looks like! It’s beards, mead, sheep, demons, axes, wenches and barbecues! Hope you like it!

5 comments:

  1. This looks really well polished, art especially. Absolutely impressive, a huge leap since Swords & Soldiers...

    I've always wondered how do you handle this heavy art style and keep the assets size reasonable. Blurry backgrounds I get, but my png's become size monstrosities very soon regardless.
    Now, I know you've already posted about the animation process last year, but perhaps you can elaborate about the actual graphics handling? maybe with some words about resolution, scale and pixel density :) oh! and Spritesheets!
    Also, how do you do Frame-by-Frame animation (for non-particle effects) in the engine? I mean, you obviously don't draw it FBF directly in AE, right?! Is it fully drawn in Photoshop? sounds very time consuming...

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    Replies
    1. The main thing is that we just use enormous amounts of texture space. Our texture budget for Swords & Soldiers 2 is currently 550mb (might even become a bit more). Also, we pack sprite sheets a bit more efficiently than a simple grid, so we eliminate some waste from the difference in height between frames.

      As for our animation workflow: all actual animations are made in After Effects, using a combination of frame-to-frame handdrawn animation and deformations. The handdrawn frames are drawn in Photoshop. Some of our artists also use Flash because it is easier than After Effects for completely frame-to-frame animated things like flags or explosions.

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    2. Thanks for the reply! I try to keep my mobile targets under 50mb because of the potential players loss, but maybe It's just a personal phobia...


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  2. Joost, those enemy monsters had better be a playable faction. Fell in love as soon as I saw the huge lizard base.

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