Kodama – Another small update

 

Hey everyone.

We’ve been a little quiet on the update front recently, we’re hoping to show Kodama at the Eurogamer Expo on September, submissions are some time in August so we’re really trying to push our way into that at the moment.

Kodama himself has been redesigned, hers an image of the new Kodama, its not in colour and its a sheet with several new designs in them.

Myself and Abel have been busy still creating things for Mori 2.0 which sadly leaves a fair part of Kodama in pieces. Mori 2.0 is the glue that brings it all together, sadly we’re hand making the glue and sewing together the individual fibers of the game, this makes everything work fast and smoother but its also taking us some time to complete.

There will be another update soonish, I’m meeting more regularly with the artist and she also has a little more free time to work on things.

Dan

Kodama – A quick update

Hey everyone.

Thought I’d give a little information on how Kodama is going at the moment.

The concept art is all complete, I’ve since touched up one of the concepts myself as Dani’s idea of the stage was a little more ‘volcano like’ than my own.
The stage is here, its Yomi, or hell/Jigoku.. Yomi or 黄泉 or 黄泉の国 (for those of you who wish to know the kanji) Is the Japanese word for whats best described as ‘land of the dead/world of darkness’. Here’s a small Wikipedia entry on it.

According to Shinto mythology as related in Kojiki, this is where the dead go to dwell and apparently rot indefinitely. Once one has eaten at the hearth of Yomi it is impossible to return to the land of the living. Yomi is comparable to Hades or hell and is most commonly known for Izanami‘s retreat to that place after her death. Izanagi followed her there and upon his return he washed himself, creating Amaterasu, Susanoo, and Tsukuyomi-no-Mikoto in the process.

 

And here’s Dani’s (and my edits) take on the place (It’s not as good as the ones Dani did of course).Other recent Kodama improvements have been on the more technical side, I’ve been designing a new editor for Abel to create. So I’m creating the layout and tools for it and he’s actually making it all work so its not a bunch of pretty pictures. I use Photoshop a LOT so I’ve become quite attached to the interface, so I’ve been designing the new which we will call Mori 2.0, to look slightly closer to Photoshop to accommodate myself and Dani’s photoshop experience.

I’ve no snapshots of Mori 2.0 just yet,, so instead I’ll show a shot of the old editor that I’m currently using. The background, sun and fog as of yet don’t animate, neither do the reeds, the ground dirt is temporary, it does NOT belong to us, I’m not entirely sure where I found it, but I believe it was on a forum somewhere and I’ve been using it whilst I test things because I like it.
Dani is still working on some floor tiles for this area to fit the background and be similar to the concept art.

Sorry for blurring some of the text out, but we’ve named them with some really obvious names that would spoil the surprise of the game before we release the trailer.

*Update*
I thought I’d put this in here to show this same area in polygon mode in the editor, i cropped it down so its easier to see though.

Kodama is still going strong, in fact we’re hoping to showcase the came in a gameshow sometime soon, I’ll bring more news about that closer to the due date.

It’s now almost midnight and I have to be up for my dayjob in 6 hours and 17 minutes, so goodnight and please comment if you have any questions or opinions.

Thanks
Dan

Kodama – The touchup

Hey guys.

Remember this stage?

This was/is the opening stage for Kodama, the concept here (as lovely as it is) has now been redone to fit the style of all the other stages, in order to keep a certain style throughout the game itself.
the new concept however looks around 80% to how this area should be looking ingame, so thats really helped.

So this is the new concept, I think you’ll agree that it looks a little more ‘used’ what with the path on the bottom left hand side and all.

I’m interested to hear any opinions on this, what you think worked better in one concept and not in the other, and I’ll try to take it on-board.

Thanks
Dan

Thirty-six Views of Yokai

Hey Guys.

There’s a new piece of concept art to show, as the title suggests its a little reminiscent of a particular piece of work by a particular artist.

As I’m sure you can guess, this is an ocean stage and its one that we’re currently in discussions about the best possible approach to the gameplay and programming design.

This stage is going to be quite unique, I can’t say how just yet as we’re still working on it, but players are going to find something different about this stage in comparison to the others.

This is one of the last concept pieces I’m going to be posting, I don’t want to ruin every stage and some concept art will contain some pretty big spoilers story wise so I’m now being very selective about what we do and don’t show. That said, there will be some more concept art coming soon, and that one will also be quite something different.

Thanks

Dan Tsukasa

Kodama has More Concepts

Hey Guys

So, I’ve got some more pretty concepts to upload here, I’ll try and give a little information on them if I think they need it.

Anyone who missed this post by Abel detailing out some behind the scenes programming changes for Kodama I’d recommend giving it a read, its quite short but its helping push Kodama long faster.

As I said before, these concepts are in no way evidence that Kodama doesn’t yet have any stages, it is however evidence that we are completely remaking all of our art. I’ve previously mentioned how we’ve had an artist or 2 in the past and for whatever reason they were unable to stick on the project, this means that we could use their artwork for the stages they did complete, however it seems kind of strange to do this as 3 different artists means 3 different styles, although we do have a style specific to Kodama not everyone artwork is going to seamlessly blend with everyone else’s. So Dani has gone through and re-concepted quite how she thinks each stage should work, I used the time in-between artists to tie up a few looses ends with visuals that bothered me a little, meaning that now I’m happy with everything from colour scheme to final shape.

Starting with the cave, this is the 2nd area of the game and here you see a few characters that foreshadow a gameplay section, so anyone with a keen eye should be able to spot something in the background and say ‘Oh I’ll get to see that soon!’ and be correct. I’ve always dislike when I see something really cool in a games background and assume its foreshadowing for future events… and then nothing comes of it. (currently though I can’t think of a game where this has happened).

The cave stages are also where you really get to learn the games mechanics.

Yokai Cave

The swamp, once you exit the cave you stumble onto the swamp, this is a whole different gameplay experience to the cave, with multiple paths, creatures jumping out at you from within the water and more. The swamp drops the claustrophobic feel of the cave stages and feels more open, you can take the low path or the high path through it, each path has its own trials and its own enemies. I’m not yet going to reveal quite what enemies you can expect to find in the swamp, but anyone with a little knowledge of Japanese mythological creatures should be able to guess quite easily.

Swamp Stage

The Swamp Village is a small settlement on the edges of the swamp, no one lives here anymore and its pretty clear its been this way for a very long time. This stage is riddled with dilapidated houses, fallen tree’s unstable straw roofing and hidden areas. Here we expand on the games mechanics a little more, showing a different use for the same mechanic whilst at the same time really playing about with the traditional running and jumping mechanics.

Abandoned Swamp Village

Currently all these stages are fully designed and running, I’m now making some rather large edits to the swamp stages puzzles and platforming sections because the concept gave me some new ideas on how to push things farther than before.

We’ve got other concepts already but I’m trying not to show absolutely everything just yet, I don’t want to spoil the surprise of some stages, i know some people may think that its best to show all the concept art, I feel that some of the stages would be best left as a surprise as they’re in a very different direction to the stages shown so far.

Thanks

Dan

 

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 references 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 in game 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 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

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

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.