Return of the Obra Dinn - Player's Hand Dev Timelapse
HTML-код
- Опубликовано: 18 июл 2014
- Creating the in-game player's hand for "Return of the Obra Dinn". Recorded at 2 seconds/frame with long pauses removed.
No sound so play your own music.
Final in-game result: • Video
Devlog entry: forums.tigsource.com/index.php...
@dukope
obradinn.com Игры
Honestly, the hand animation and interaction is one of the smoothest and satisfying I've experienced in a game . This video is awesome 😄
This video was absolutely gripping.
Some may give you the finger, or a slap on the wrist, but I like the cut of your jib!
Watching you hack your way through this and keep going is pretty inspiring for someone who gets fatigued very quickly when faced with errors and problems. I love solving the problems that come up, but I struggle with trudging on.
Same here. Inspiring me to push on. Now I don't feel so dumb when I have to keep looking things up or hitting dead ends.
Putting a lantern into players left hand seems to me a good solution for the light source problem...
Whats good about this video is, when its released and i play it im going to be reminded of the sheer amount of faffing needed to get a monochrome arm to open a monochrome door convincingly, every time i open one.
Remember watching this right when it came out and being so curious about what the final game would be like. Turned out I thought about this video *a lot* while playing the finished product. Whenever the hand was on screen.
I played with it for several minutes in the opening hour just because it was neat to think back to when I watched a time lapse of so many hours being spent on the thing and that I’d better make sure to appreciate it. I’ve only just now come back to rewatch this since it was uploaded
Man, you are one of the greatest inspiration any potential game developer can have.
19 days for one hand, that's passion
Hey just played the demo and had a blast with it, then watched the hand animation video here and replayed the demo just to look at my hands again :D Looking forward to the game! Keep it up.
Respect, this is great, i can't wait to play with it.
Lucas, I look forward to many more games by you. Papers Please and Obra Dinn are some of my favorite games ever made (and I'm fairly old: 35). The mystery, humor, and story are always very well done sir.
It is great to see that even experienced game developer as you still have to go through many trial-errors during the game development process. Thank you for great video.
I loved papers please and you became my inspiration to learn, so watching this it help me a lot to know how things are done, thanks :)
very impressive! Love your work!
This was like watching an action thriller or something.
You really like to take the hardest way to do things (skin blending), but it is really worth it! Congrats!
This last sequence of the timelapse must have been so satisfying.
That is seriously incredible.
Mesmerizing!
"Scaling a rig laughably complicated." I feel this.
Well, it is the best animation i've ever seen, so it might have been kind of worth it :P
never too late to say : you are AWESOME !!!
This is awesome. :)
finding out which ideas are "dead end" isn't wasting time at all ;)
This was strangely fascinating
As an aspiring developer, it's so cool to see someone who puts out completely professional work using nearly the same software as me (unity professional - unity personal, maya - blender). My development process is still closer to 65% forums 35% programming and engine work, but I'm learning.
That custom MEL Script for automating joint controls looks amazing.. are you sharing this code anywhere? would be super useful and save a load of time!
Truly a labor of love. How much time does this cover. Was this all done in one session?
wondering, are there reasons for using maya over other tools (like blender or 3dsmax) or was it just a question of accessibility?
Mostly I'm experimenting but there are a few other reasons. The devlog has a little more about it: forums.tigsource.com/index.php?topic=40832.msg1026370#msg1026370
ah ok, that explains it. Good luck :) the idea is great and you seem to have a good idea of where to go. you got my support!
Any reason you didn't just change the import scale of the hand model in Unity (rather than the painful Maya rig re-scaling)?
It's better to have the Maya scene units match Unity 1-1 for anything that needs precise dimensions. Makes working with different models in Maya much easier. For example, the watch, the hand, the watchbox, the ship, etc all have to interact with each other and you often want to import one scene into another in Maya for lining things up.
THIS GAME IS GOING TO BE FUCKING SIIIIIIICK!
works perfect
Please say this will be released on Mac because we get left out and ignored! :(
It makes me happy as a developer to see the level of hacking just to get the job done
Anyone know what font it is he uses for the titles?
Can you post a link of the Unity articles/forums you used to help you with this? I'm newish to Unity and am struggling to get my arm into my game. :/
Thanks in advance :)
It was a lot of different articles and forums for lots of different little things. There's no "How to put an arm in a Unity game" post or article. Of the stuff I did check, I'm afraid it's all forgotten now. Sorry.
Huh. This looks interesting.
me when i saw this: HE USE'S UNITY?
What timelapse software are you using?
Robot hand crush door handle!
looking forward to new realeases, we european's AZERTY can't really play to the demo ! a modifier will be nice ! papers please was dope.
One hand army indeed! How long did this take you in real time?
Roughly 1 hour per minute of timelapse. So around 30 hours total.
This took 30 hours???
Feels bad man I beat the final product in 5 :/
*Sleeve not sleave haha. :)