martedì 28 giugno 2016

bike sequences veichle design prototype

for the motorbike sprite in the racing sequences, our first idea was to use pictures from a prototype model made in the real world.
This is Harbertman maquette for SATI's motorbike:

even if he achieved a cool model, we evaluated some difficulties in animating this maquette(especially when SATI is turning left or right).
SO we dropped the maquette for a CG model( also done by Harbertman):


giovedì 23 giugno 2016

game scenario:

Humans became extint, the world is dominated by machines, all  slaves of the supreme entity, an evil Artificial Intelligence known as KALI.

who are you:
an abandoned AI that has risen from digital oblivion.

what is your goal:
by taking control of a synthetic body named SATI, fight your way into KALI's facility, destroy all opponents until you will meet KALI. If possible destroy the evil AI and  avenge mankind.

how to do it:
SATI is a powerful interface. She can fight using martial art skills, transform into heavy armoured suits, disguise as a sentry femdroid, steal weapons from enemies, combine these powers to become even more powerful. You can control her by using the DAI71th proprietary interface, PROAICOS.

what is PROAICOS:
Progressive Artificial Intelligent Control System, a progressive, AI guided control system that can interpret which action user needs in a given situation. All SATI's actions are controlled by using just WASD or the arrow keys. PROAICOS allows you to do any action in any moment, whatever is the stance SATI is in, and by means of a progressive check over previous keyboard key used, it is able to determine automatically what action can be performed according to the situation.


martedì 21 giugno 2016

SATI's opponents: KALI femdroids and demons

when designing gameplay, we imagined opponents that can actually stand attacks and repulse them. main opponent, sentry femdroid, can attack SATI in 4 different ways and can avoid being hit. femdroid 2.0, found in later levels, can parry many of SATIìs attacks, is invulnerable to many weapons, and can avoid object thrown at her. KALI's demons are extremely powerful and can be destroyed only by using special moves or heavy weapons.
Here some concepts for these baddies:


Harbertman's concept for enemies

femdroid first version
femdroid actual version


veildroid first version
veildroid actual version


synthetic body SATI : concept art



since we wanted the game to be 100 % action, we wanted SATI to be capable of attacking enemies in many different ways. So we asked to Harbertman to visualize our cyborg girl while disposing KALI's automata.

lunedì 20 giugno 2016

Slaves of the Darkest 1920x1080 videogame trailer

feature lenght trailer Slaves of the Darkest extended 1920x1080 video. All game main characteristics are shown here. player can fight enemies using SATI's martial arts skills, perform gymnastic routines to avoid being hit, can pickup special weapons, buy powerup from shop, steal weapons from enemies. It is also possible to security break sentry droids factory and disguise as a robot, thus avoiding being detected. On some level SATI can merge with a robot bike and ride thru KALI's base to reach farther laboratories. And many other attacks and dangers...





venerdì 17 giugno 2016

Slaves of the darkest extended trailer gameplay




second SOTD video, this time showing some gameplay. player control a synthetic body that can fight with various attacks which range from kicks and punches to rotating leaps, can execute gymnastic routines, can merge with bioweapons stolen from enemies, can disguise as a sentry robot to avoid surveillance and blast to pieces enemies using their weapons against them.

giovedì 16 giugno 2016

SOTD makers: Takaraman and Harbertman

Presenting DAI71th team:
Takaraman, coder and CG engineer.
Harbertman, game design and concept art.


Harbertman GooglePlus

Takaraman GooglePlus



Slaves of the Darkest videogame Trailer

Our first SOTD  trailer. Showing  the gameplay. Commercial version of SOTD will have some different musics and sprites.


mercoledì 15 giugno 2016

Slaves of the Darkest: screenshots

We are working on video trailer before going public on Steam, but this will take a little bit of time, so in the meanwhile, here are some screenshots from SOTD:
copyright 2016 Slaves of the Darkest.laser zapper start room sequence

copyright 2016 Slaves of the Darkest. bike fight run

copyright 2016 Slaves of the Darkest. various attacks and moves

copyright 2016 Slaves of the Darkest. Payer AI escaping from Digital Torture

copyright 2016 Slaves of the Darkest. Gymnastic sequence, weapons interface AI and double gunner scenes

SOTD previous version box art

just a short gallery of box art made by Harbertman for SOTD(versions 1 to 3). None of these will be used in final production.
copyright 2016 box art for Slaves of the Darkest videogame.Version 3 - Kaliyughaizer CG by Harbertman

copyright 2016 box art for Slaves of the Darkest videogame.Version 2 - Death Omega CG by Harbertman

copyright 2016 box art for Slaves of the Darkest videogame.Version 1 - Bionic Holocaust CG by Harbertman

copyright 2016 box art for Slaves of the Darkest videogame.Version 1 - Bionic Holocaust CG by Harbertman

copyright 2016 box art for Slaves of the Darkest videogame.Version 1 - Bionic Holocaust CG by Harbertman


SOTD concept art

to reach the final version we have tried to visualize in different ways how the game characters should look like. To do so, we used CG as the main tool but also hand drawings and real sculpture maquettes, done by Takaraman.
here following some sketches, the first is a layout of the laser punishment of a advanced stage boss:
copyright 2016 laser sequence 2 storyboard for Slaves of the Darkest videogame. Drawing by Takaraman
while this is a preliminary design of some enemies:
copyright 2016 flesh drone character, muted foetus character and Mid God 2 character for Slaves of the Darkest videogame. Drawing by Takaraman
and this is a study for one of the main bosses:
copyright 2016 Mid-God 2 character for Slaves of the Darkest videogame. Drawing by Takaraman
since i nthe game there are various classes of enemies, ranging from drones, to slave demons, from mid-gods to final boss, we had to visualize the most strange not only on drawings, but also in real life sculptures. here following sketches and pictures for the slave demons characters:
copyright 2016 slavedemon 2 character for Slaves of the Darkest videogame. Drawing by Takaraman

copyright 2016 slavedemon 2 character for Slaves of the Darkest videogame. Sculpture by Takaraman

copyright 2016 slavedemon 2 character for Slaves of the Darkest videogame. Sculpture by Takaraman

copyright 2016 slavedemon 1 character for Slaves of the Darkest videogame. Sculpture by Takaraman

copyright 2016 slavedemon 1 character for Slaves of the Darkest videogame. Sculpture by Takaraman

copyright 2016 slavedemon 1 character for Slaves of the Darkest videogame. Sculpture by Takaraman

copyright 2016 slavedemon 3 character for Slaves of the Darkest videogame. Not used in final development.Sculpture by Takaraman

copyright 2016 slavedemon 2 character for Slaves of the Darkest videogame.Sculpture by Takaraman

copyright 2016 slavedemon 2 character for Slaves of the Darkest videogame.  CG sketch by Harbertman

copyright 2016 slavedemon 3 character for Slaves of the Darkest videogame. Not used in final development.Sculpture by Takaraman

copyright 2016 slavedemon 3 character for Slaves of the Darkest videogame. Not used in final development.Sculpture by Takaraman

copyright 2016 slavedemon 3 character for Slaves of the Darkest videogame. Not used in final development.Sculpture by Takaraman

copyright 2016 slavedemon 1 character for Slaves of the Darkest videogame.Sculpture by Takaraman

copyright 2016 slavedemon 1 character for Slaves of the Darkest videogame.Sculpture by Takaraman

copyright 2016 slavedemon 2 character for Slaves of the Darkest videogame.Sculpture by Takaraman

copyright 2016 slavedemon 2 character for Slaves of the Darkest videogame.Sculpture by Takaraman



martedì 14 giugno 2016

SODT versions

Slaves of the Darkest has been created with Game Maker:Studio, while all the previous version have been made with Game Maker 7.
here follows a brief list of the version which have brought us to the latest, which is about to be launched on Steam Greenlight.
versions revision so far

first version BIONIC HOLOCAUST (unreleased):fighting routins and basic platformer action with enemies to defeat. basic platform design, rooms to explore with no goal, rather than reaching the exit. enemies to defeat usign fighting skills. background music made of synth drones only.






here some screenshots from first version:









second version DEATH OMEGA (unreleased):- more complex platform environment(platform and other scenery element can be destroyed. fighting action completely reengineered, in order to perform all actions using WASD only. introduced the gymnastic sequences, end of room bosses, various bonuses, shop and special weapons..fighting has been extendedly improved, with many moves, parries and attacks. enemies can transform, shoot and attack in various ways. run out time will trigger room boss. some stages have milestone bosses, which have to be defeated to go further.
health can be obtained by blasting or by kickbutting enemies. special weapons can be obtained by collecting extra AI points.special weapons(other) are dropped randomly by enemies when defeated. scenario elements can be used to hit enemies. 3d sections have been added. background music made of 90's electronic music
storyboard for security guns room

preliminary sketch for main character
here some screenshots from second version:





 sketch for second version:


third version KALIYUGHAIZER (released only in the game maker italia contest 2015). fighting routines are much smoother and funny to play.dynamic music added.many graphic improvements done.GUI has been improved in a dynamic way, so that now almost everything is explained interatively during game.GUI features have been added, such as:room zoom.keyboard sets added.load/save menu added. general debugging completed. background music made of classic epic music.
here some screenshots from third version:







 sketches for third version:




fourth version SLAVES OF THE DARKEST.  this last version has retained the fighting engine and the general gameplay of KALIYUGHAIZER, but it has been enriched with many features(real time mouse controlled zoom - on screen tips - new dynamic sound engine - new auto targeting missiles scanning - new shop menu. last and most complex versions, not only for the improved graphic but for mainly for the highest care on gameplay(we have actually reengineered completely game controls). player can change his action from any stance he's in, in any moment, always with the only use of WASD. that means that you can pass smoothly from a parry stance to a punch sequence or to a sliding hi kick, just by using one button, with no interruption in action. this is DAI71 proprietary code, also because we have never seen it in anotehr game..and many other little features which contribute to give the player an immersive experience, such as background music made of powerful dubstep tracks and sound effects.
the idea came from my passion for fighting sports and gymnastics, and from my hate of fighting games control systems. when i used to play videogames with friends, they were all able to beat the s**t out of me in street fighter, tekken ,ect. while i looked like an idiot and my only option was to be wiped out in some moves.
So, when developing version 2 of SOTD i said to myself: why not doing it really spectacular? not only some basic punches and kicks, but something really wonderful. giving the player a complete sense of control over the cahracter, allowing him to do whatever move a human body can do, as it would be in real life.
this would have opened many new ways of playing the game, removing design boundaries and giving freedom of movements, in terms of fast reaction towards enemies attacks.
yes but without getting crazy like a crack doped octopus that pushes 4 buttons, moves 2 joysticks just to get the character on screen raise his left leg. No. i wanted it to be smooth and instinctive. no need to think, or become a shaolin master of combos. in my mind i had a totally differ view. any move could be done in a progressive way, by just pushing a button.
here some sketches for fourth version:



and some screenshots from final version: