Kodama – The concept

Hey Guys

So, Today’s update contains a little piece of concept art from our artist Dani, I know many of you might be thinking ‘surely concept art is something you do much earlier in production?’‘ you’re right, normally it is. Kodama has taken a slightly different route, mostly due to having changed artists a few times now, our game itself is all really set out and playable, puzzles,enemies, bosses etc are all there, however everything currently looks rather ugly.

The screen shot shown in the post before was Dani’s art test, she’s never worked on games before and we both thought it a good idea to see if she can easily grasp the way we put together our assets for our editor, and as you saw, she did. Though the artwork in that concept isn’t exactly how the stuff in the game will look, as for this she had no specific scene to create for. The concepts are a way for both myself and Dani to really solidify the visuals 100%, I spent a long time getting the perfect refferences for the concepts, I’ve attached 2 of them to the post.

Let me know what you all think, naturally these are concepts so they’re rather sketchy in comparison to the final game artwork. Concepts will be finished next week so then its onto the really fun stuff, the ingame graphics, we’ve got a new Kodama design in the works too, being animated as I type this very post, so I also look forward to revealing the new Kodama design and explaining quite why it changed to dramatically.

Thanks
Dan Tsukasa

Kodama Artist and Art

Hey Guys

My plane landed a few hours ago and I finally have proper internet again (^____^;”)

Whilst I was on holiday/visiting my other half, I spent a lot of time working on Kodama, sorting out puzzles and level designs, trying to get the perfect mood for certain stages.

Some might say that if I spend my holiday working, that I don’t quite understand the concept of ‘holiday’, this isn’t true… holiday means I get to finally do what I want to do, and what I want to do is work on Kodama and get it all finished.

Changes

Team Ekko have decided to do a kickstarter to help raise funds for Kodama, this has been something that, as a team, we’ve been deliberating for quite some time, making sure Kodama turns out to be everything we wanted is whats most important to us and if a kickstarter can help that along then we will happily take that route. Naturally it means there’s many things to prepare before this can happen, which is what I’ve been doing recently.

How have you been funding Kodama so far?

So far Kodama has been funded by me, though as I’ve now taken on an incredibly talented artist for Kodama I’ve decided that funding everything myself isn’t quite as feasible as I’d like to think.

Who is this Mysterious new artist?

Her name is Dani and she’s primarily a Matt painter, Kodama will be her first game project and she’s more than excited to take part, she’s fallen in love with Kodamas concept and mechanics and has so far been producing some fantastic work.

Can we see something?

There are a few things I could show, but for now I’ll show Dani’s initial art test, please understand this shot does not represent the final quality of Kodama and these pieces will not be included in any part of the game itself (most likely), they exist purely to gauge if the artist could work to our specifications, and she could, the results are very nice.

In the next week or 2 Dani will be producing some artwork to really nail down some areas whilst going back and editing others based off of the changes I’ve had whilst I’ve been away.

Some of the things to be created in the coming weeks are as follows:
- Bakekujira (Ghost Whale) stage.
- Yomi Stage (sort of like Jigoku/hell but more of a barren wasteland than a fiery pit)

 

That’s all I’m able to type now, its 2:33am and i can feel myself floating upwards… which is my queue that 6 hours sleep in 2 days is probably not the best thing in the world.

More updates to come soon.
Thanks
Dan

Kodama & Team Ekko

Hey Everyone.

I’ve been meaning to post for just over 2 weeks now but our old Kodama devlog host went down and only came back up this morning, so we’ve moved everything here now.

Name Changes

As most of you will have noticed, this post is not on indieis.me anymore, this is now somewhere new and shiny, a place known as teamekko.com

‘Why Team Ekko?’ some of you might be asking, its because the team formally known as Team Kodama or Kodama Studios have decided to give themselves an official name now, we used Kodama Studios and Team Kodama as placeholders because as a team we’re more concerned with making the game itself then designing a flashy website or a fancy team name that shouts ‘hey look at us! look!‘, but due to issues on the old host we decided it was time to get our own site up and running, and this needed a name.

Team Ekko (pronounced Echo) comes from a difficult choice of what to name the team,. You see Team Kodama sounds a little lame, as does Kodama Studios, Kodama translates to echo in English, and it sort of fits the philosophy that myself and Abel have towards game design. We want to make games that Resonate with the player like an echo reverberating in a large room. We spoke about the name for a while and decided that the name didn’t have that ‘style’ to it. After a little more thought I realized that Kodama (our first team effort) is set in a Japanese world, and being raised in a uniquely Japanese cultural way, I’ve got a very strong Japanese influence in my opinions towards both design and life in general, Abel also speaks a small amount of Japanese and I decided to name the team ‘Ekko’. Ekko would be the way you would say the English word ‘Echo’ in Japanese, also it looked nicer, had more ‘style to it, the added bonus being that it bared a resemblance to Team ICO, one of my most idolized game design studios responsible for a large portion of my inspiration.

I also realised whilst posting this that The name Ekko, is reminiscent of Ecco The Dolphin, an old Genesis (mega drive) game, I don’t know how many of you played that game, but it was the most frustrating thing in the universe, as hard as it may be, try not to glare aggressively at team ekko if it causes some traumatic dolphin related memories to surface.

So there you have it, our reasoning for moving to a new website, the front page of teamekko.com will be pretty much Blank and Coming Soon for a while, I’ll eventually setup a news page with updates about things, this will include non Kodama related things such as my opinions towards particular methods of Design amongst news about other projects as they come.

This was a rather Text Heavy Post… sorry about that.
but there will be another new post soon showing some nice progress on Kodama, hopefully this will make-up for the text attack.

Thanks

Dan

Kodama has more progress

Hey everyone.

I’ll start of this post with my usual ‘I really need to post more, sorry about that’ opening. ^_____^

So, Kodama news:

Kodama has recently acquired a new artist, something that took a while & quite a few difficult choices. As some of you may know, we had an artist, we lost the artist, we got a new artist, the new artist had no time, and now we’re on our third artist who resides in London and I’m actually able to meet with and discuss things as they happen. This is pretty refreshing as the previous artist was abroad and it means I’m a little ‘cautious’ when it comes to any sort of monetary discussions due to foreign taxes, sending money etc etc.

Less artistic but just as great news:

We moved Kodama from HaXe to XNA 2 days ago, the reason for this was that whilst we were using HaXe, it didn’t quite ‘gel’ with Abel, and its disheartening if you aren’t enjoying your coding at all. This wasn’t an issue until we hit an axis problem, unfortunately Haxe is limited  to a single value for scaling instead of having separate X & Y scaling and this was a big issue for us. So we moved, it only took us a day in total and everything’s working fine again.

It’s not yet 100% as you can see in the screenshot below, but by the end of today it’ll be perfect, with new stuff.

The screenshot using a combination of older and newer graphics, this doesn’t represent the final game graphics however (especially as the design for Kodama himself has changed).

For Physics we’re using the Farseer Physics Engine and everything else is purely Kodama custom code. Now we have a new artist (I feel like I’ve said this before) we’re moving along, we got a little disheartened without anything pretty to look at, we’ve been on this project a long time and want to make it the best it is, which is taking a little longer than we had anticipated.

I may also have another small surprise, I’ll let you all know if it works out.

Dan

Kodama, officially HAXE’d

Hey Guys

I haven’t posted anything in a while, there are a bunch of reasons but none of them are really all that good.

The good excuse – I’ve been quite busy with work

The bad excuse: – Too many games came out that I hadn’t previous found the time to play (Rayman Origins, Sonic Generations, MGS:HD Collection, Final Fantasy XIII-2, Chrono Trigger on the iPhone to name a few).

This doesn’t mean Kodama has been sitting there stale for a while, oh no, its moving forward, albeit at a slower pace than before. Kodama has now been 100% moved over to HAXE, we had previously mentioned plans to do this but its now completed.
The Haxe update has really provided some great speed increases, however it’s also given us a few setbacks, namely having to recode the way our Kodama Editor Mori interacts with the game engine itself. A few things have broken unfortunately, including a very nice feature that we’re still trying to figure out how to fix.

On a non-programming note, level designs are working great all stages have been designed including a few smaller side stages. I’ve also revised some of the earlier level designs to include a few new abilities.
Kodama-kun now gains new abilities for each boss he defeats, these abilities in-turn help him to progress through the newer more complex stages.

These abilities are:
- Hover
- Sprint
- Stomp
- Slide

Learning a new ability enables the player to backtrack to earlier stages and obtain more collectables and even gain a higher score in a Time Trial.

Here’s a screenshot of Mori just after I created some wind functions, the wind blows the player in a given direction and adding Wind in Mori is extremely easy.

Abel will soon make another post explaining the upgrade from AS3 to HAXE and the problems we’ve been facing with this.

Dan Tsukasa

Kodama – The petals that spread

(yes I’m really going to see how long I can go on with these pun/almost good blogpost titles)

Hey everyone, as I’m sure many of you have noticed, the Kodama developer blog hasn’t really been updated since the beginning of January, quite why this is… Isn’t too important, all you need to know is written below.

The Why

Kodama now has 2 artists, sadly neither of them have much free time, however both myself and Abel are happy to continue on with finishing off all the programming and gameplay touches before the art is so essential.

Art for Kodama is important to say the least, we’re trying to create an atmosphere that as always, relies very heavily on the visuals, though the visuals are nothing more than the ‘pretty’ they do really change the way the game feels. I mean, try to imagine ‘Closure’ without all the lighting and darkness… The entire feel change entirely, even though the gameplay itself is unchanged.

The Now

Now I’ve taken over as the Kodama level designer, previously we’ve had someone else doing level designs but he’s sort of disappeared, leaving the level designs for me to do. It took me a while but I’ve recently gotten the hang of level design, I have the usual moments of awesome where I’m throwing down design after design, and then I have hours where I can’t draw anything worth it’s weight in cat poop.


The future.

We’re hoping to release Kodama in the next 2-3 months, though if we aren’t pleased with the art then I’ll push it back, yup… I’m one of those anal bastards that doesn’t believe the public should be forced to play anything below a certain standard.

Kodama will be very soon starting up some form of funding, this will help us to attend game shows etc etc, and also provide the team with some general costs. We all work full-time or attend university, do the costs wouldn’t be going toward us but towards Kodama. The funding will likely be through something such as 8bitfunding or something similar to this effect.

Despite all that’s said above, Kodama itself is fully playable and stages are constantly being added, some things have been taken out and other hinges put in, partially due to competition with other platformers and also because I was starting to feel that Kodama is a little limited in level design if all he can do is run and jump like Mario, and as much as I enjoy simple run and jump games… I felt that Kodama needed something slightly more, and so it now has that ‘something more’ meaning the levels are more varied and players can go back an enjoy old areas with a whole new perspective.

That’s pretty much it I guess.. and just to make everyone smile, here’s a picture of a ghost/skeleton whale I drew whilst doing some Kodama level designs the other day.

Thanks

Dan

A quick word from our animator and Kodama Character Designer.

Hey Guys, I’ve been meaning to do this post for a while but I’ve been really busy with Christmas and documentation etc.

The following text was written by Daryl, the Kodama Artist, I originally approached him to do the Kodama design, after a few iterations he reached something perfect.

I’ve attached an image or 2 of the early Kodama designs, we’ve now strayed a little from Daryls original concepts but thats just something thats changed as the seriousness of the game has changed, Daryl is still the animator and is, as always, doing a fantastic job.

 

Hi Everyone,

My name is Daryl and when Dan first approached me about this game I thought “Cool, sounds awesome”. Let’s see the first job I had to do was design the lead hero of this little game, Kodama-kun himself. I went through loads of Kodama designs until Dan found one he particularly liked. Then it was simply finalising the design.

After that came the animating of Kodama-kun’s many walks and ways of dying. Kodama changes over the course of the game so each of the walk/run/push/pull/die animations had to be multiplied 8 or 9 times.

Next came the big boss, the Kappa. After many different Kappas, it was finally settled on a large Godzilla like take on the Kappa. After that the Kappa was animated with pencil on paper and scanned into the computer.

Other than that I drew many different designs for miscellaneous enemies.

 

 

Anyway I think the game is turning out great and I can’t wait to see it finished.

Bye now!

Daryl’s website is www.daryl-rhystaylor.co.uk and you can find his blog (naturally the blog has a wider variety of work) here , his style doesnt fit Kodama quite perfectly but we’ve been adjusting as we go and the results are great.

Thanks

Dan

Long Time no see

Hi everyone.

I just wanted to appologise for the rather large gap in posting on the Kodama blog.

Much progress has been made in several area’s recently, which I will go into more detail about in further posts.

The main reason for the delay has been the Christmas period, I’ve been away for a few weeks on holiday in the mountains without any form of computer, so I couldn’t do any blogging, yet I do have several things to blog about, the Kodama team didnt spent Christmas just eating and getting fat you know. Oh no, we did plenty of work, level designs, programming, interfaces etc etc, the list just goes on.

See you at the next post.

-Dan-

Code Evolution

In the last post, Dan talked about the evolution of the concept and art of the game. He left the technical details to me, the evolution of the code of the game, from the prototype to the current build. How we’ve had to change the editor over and over again as we decided which technique was better to build the stages of the game.

First, the game was a little pixelart platformer, maybe something like the Orton and The Princess game by my friend Chman, but with different graphics and the special secret mechanics of Kodama.

The prototype was built using FlashPunk (as some clever readers may have noticed because of the flashPunk debug overlay), and it consisted of a simple tile-based platformer game, with the water you can see there. The water was a bit special, though, I made it dynamic with a celular-automata technique, but we decided to scrap this feature later.

The editor of this version was accessible by the simple press of the key. In the editor, you could place the tiles and objects like the player with the mouse, and press the key again to test the level instantly.

We had a talk later on about the graphics route of the game. At this point, Kodama was just a prototype name we gave to the game, so we could refer to it internally, but this same name was what made us decide to go with a japanese style on the game. We also decided to have the hand-crafted, high-res graphics to make gorgeous stages.

This was what Dan made, with a pixelarty style:

But Dan was not happy with his work. We decided we wanted something more. So he hired Chris…

So the next route we took, was that the artist would draw ALL the stage in a graphics edition program (he used photoshop). He drew some test stages we liked really much. For the collisions, I built a pixelmask system combined with the platformer, so Kodama could go up and down the slopes.

The editor was completely redone. Now, it asked for the images and pixelmask of the level. Then, you could also place water and other objects on the editor directly, in a tile-based fashion. We also placed a grid-system (with automatic pixelmask detection so we hadn’t to place EVERY solid place) for special systems of the game, like rays with mirror reflections.

But then, we decided that wasn’t what we wanted. This made completely impossible to tweak the level, as Chris would have had to redraw the whole stage. It was also hard to prototype levels and design new ideas. We had to draw the levels on paper and then give them to the artist so he could draw them. Then we had to import them to the game, build the level, and see if we liked. If we didn’t, we had to ask the artist for a complete redraw. What a waste of time. Moreover, it would have encouraged the laziness of not tweaking little bits to make the stage perfect, as a lot of work was required to move a platform 20 pixels.

So, after a bit of deliberation, we took another route. Have you seen Braid or Aquaria editor? How they work is, the person who’s designing the levels has got a huge collection of different stamps (little images), which can be placed, scaled, rotated and tinted. Thus, allowing to create gorgeous looking levels with a lot of possible layouts. We decided to go on the same route.

I spent a few days to get an editor ready which would allow us exactly that. It has layer management, stamps, objects, polygons for the collisions (more on that later), particles, can test the game with the click of a button, etc. Now it’s really cool and fun to design a level.

I also redid completely the engine of the game. I scrapped FlashPunk and got ND2D, which is a 2D engine which uses the new GPU features from FlashPlayer 11. I also incorpored Nape for the physics of the game, so the game featured real physics now, which allows us a lot more freedom on designing the puzzles of the stages. For the collision masks of the level, we use polygons now, that’s why the editor needed them.

We also got a level designer on our team, Javier, who’s doing all the stages. He plans the stages with some pictures, builds them with the editor… then we see if they work fine. After that, he works hand in hand with the artist so there’s special stamps crafted for that level to look even more pretty. Then it’s time for particles, eye-candy, etc. and the level is done. After that, we play the level over and over and over and over to make sure everything’s perfect, tweaking every little bit of it.

So that’s the whole evolution of Kodama code. I hope you liked it :D

Kodama – The SeeD that grew

Hey Guys

I’ve been meaning to write this post for a while, a little post on quite how Kodama got started.

The idea

For many years my girlfriend and I have owned a bamboo plant, she would often return to Poland for weeks at a time and leave me to look after this plant, and, well, me being me, I would constantly forget we ever owned such a plant, it seemed to be able to survive with no sun, and the same water for months at a time, in my opinion its probably invincible. This was the original seed for a game, a game where you would play as a plant, a plant in a plant put would of course be rather boring, so I instead went the anthropomorphized plant approach.

The idea was written down into my iPhone at around 1am whilst in bed, with Kodama originally being called OGMO (after Matt Thornsons editor), the next morning I sent the idea over to Abel Toy (whom I was already working on a much smaller and less ambitious title with) and he loved it, we discussed the idea in depth and it grew, soon becoming Kodama (after the Japanese tree spirit).

Early tests

Here’s some screens from the Kodama early tests, we began using ChevyRays Flashpunk to prototype the idea, adding nice features like fluids and testing them out, heres a few screenshots from the very early days (WIP)

And a simple test of the fluid system Abel implimented


From here the idea started to grow quite rapidly, we removed several features that were nothing more then ‘fancy’ and ‘pretty’ wanting to keep the game down to the bare basics of the system and making sure this was enjoyable before adding to it.

A lot went on from here, I bought onboard a close friend and fantastic artist Chris .H and he began to paint things up, we’d already reached a good point and were confident in the idea, Chris’ art gave us even more ideas about the games visual style, the atmosphere and more, we started a little weak, not using the best methods of stage creation, causing poor Chris a few headaches when I or Abel requested changes, but we soon got on the right track thanks once again to the lovely folks at the Flashpunk Forums and began to use a fancy sticker system as you can see below. Abel will be posting something much more indepth about the editor process, so I won’t dive any deeper into this.

This made rapid prototyping dramatically easier, still not as easy on Chris as the graphics still take a while to paint up. but this speeds up the process and the memory footprint quite considerably, and enables us to make things like below within a few minutes as opposed to a few hours.

I know I know, there’s nothing new there, but it shows what the tile/stamp system is capable of.

I’m going to leave this post with a final image many people have been asking about, what does my most recent edit of Kodama himself look like?

The head is hollow, the mouth is gone, It’s becoming more creepy and typical of a Yokai creature, further edits will come, I’m not 100% sure where I want to take this, but I want to remove this slight ‘Pokemon/kawaii’ feel to it and create something that looks like nothing else before it. I’m pleased that its a far step from the Miyazaki Kodama in Princess Mononoke though, Daryl, the concept artist did a fantastic job here. He isn’t in the Team Page unfortunately, due to him having little free time, but in every Kodama image, there’s always something of his. Just as a small, final and yet rather unrelated note, I hope someone gets my reference in the way I’ve capitalized letters in the post name.