Showing posts with label Fortress of Forgotten Souls. Show all posts
Showing posts with label Fortress of Forgotten Souls. Show all posts

Monday, 21 July 2008

DDD 41: The Finishing Line


41. 12 January 2008


And so the Dungeon is finished. Or should I for once use the correct name, Fortress of Forgotten Souls. The tileset is finished at least when looking in numbers, as now all 1010 tiles are used, and would I say, efficiently. I didn't expect to finish this this early, but I spent a lot of time working on the tileset today. And voilĂ , this is finished. The only problem I am having now is the dysfunctional 8-bit water. It doesn't work. For some reasons the "tops" of the waves become overcoloured indicating that there is something wrong in the Fortress palette. Strangely enough, everything works underwater, the grass, warp background, dirt. All but the bricks. It remains to be seen if I intend to do something with this. I may lose some points at J2O for partially not functioning tieset palette. I doubt, however, that this is a pretty trivial problem now in the year 2008, when most of the people have very powerful computers capable of showing JJ2 in 16-bit color mode.

So, let's write down what led to the finalization of Fortress. First I drew next to the large cross a smaller grave stone. It doesn't look that spectacular, but I accepted it anyway. Then I came up with an idea of a fence which I created with haste and a small amount of tiles. In addition, it is easy to expand the fence to a complex construct, so I consider these tiles extremely well used. Then I thought about some stuff to put inside the ground and created two sets of stones, one for the masked and one for the unmasked dirt ground. They ended up looking real nice, if you restrain yourself from putting them absolutely everywhere. The darker large stone (2*2 tiles in size) is the last tile to be finished in the tileset.

At some point today I re-designed the water drops. The earlier ones looked too much like clustered water. I did some stars for a clear night sky background option. Two of the stars can be animated. Brilliantly the single animation pictures can also be used as still stars. That's genious! :)

It's also the time to think about the whole creation process of Fortress. I am pretty pleased with this finished tileset. It is extensive for varied use, lots of stuff everywhere. Although not so extensive in stuff and colors as Twilight Park was, it doesn't bother me. Fortress couldn't have been a colourful tileset at any point. I was fortunate to think about changing the warp background color to red as it provides a great change from the very greyish nature of Fortress. Now that this darker tileset is done, I can return to lighter themes, like the forgotten island I was thinking about in December.

The Fortress of Forgotten Souls shows again that it is impossible for me to stick in the plan. I made some great concept art, but in the end I didn't follow that stuff so much. Fortress looks good once finished, but on the way to finishing line I had tons of worries about the way the tileset was turning out. Mostly I am now thinking about all the missing human (or hare-like) stuff in Fortress. Originally I had ideas of skulls and bones and coffins in this tileset but at some point I just dropped the idea. It is a dark tileset, but for some reason there is no space for skeletons. Weirdly enough, in Twilight Park there was. This must mean Blade isn't that sharp after all but all soft rubber :D On the contrary to all my Fortress troubles, the grass/dirt land was created mostly without pain. It all looked very grim in October but got better after that. Because of the October grass land troubles I think I left the tileset making for a whole month.

With this diary I can track down how long it took to create Fortress of Forgotten Souls. The answer is close to 45 working sessions. I would have thought that I would have needed more sessions, but no. This means that I made the tileset at 22,444 tiles speed for one session. But now that seems to be very much. When thinking about the used time, one session took averagely some two hours. Some sessions were longer so let's keep to 2,6 hours. With this it can be calculated that Fortress is a fruit of 112,5 working hours. Again, that's not so much to me. It's like I would have done the whole thing in four days and 16 hours! This sounds absurd when remembering that Fortress was in active creation from August to January. Of course the whole Fortress process was way longer than 112 hours as the Fortress idea was conceived in December 2006. Let's think about that next.

Originally the idea for Fortress of Forgotten Souls is pretty old, probably five years. For some reason the Fortress idea came back to me after Twilight Park and in the military service (that was nine months in '06-'07) I started to think what it should look like. I had strong intentions to have the tileset ready in summer 2007 but many things got in between resulting in that I had virtually nothing done at the beginning of August. Some of the reasons are as follows. In the spring I was studying to be a student in university of economics (that was not successful). In June I was used to do nothing with the tileset but the promises for a new tileset in J2O forums kept me trying a little at least. In the summer I did only unsuccessful tries to start the stabile creation. These were the same I showed in this blog about a year ago. In addition there was trips to various places and hanging around with friends. I had no job at the time and that should have enabled me to do something, but no :) During these many years of Jazz Jackrabbit 2 tileset making I have come to realize that I have to have a strong inspiration to do even one tile that looks good. That inspiration is hard to find. As proof it has been now two years from the release of Twilight Park. Man, I am slow. It's hard to know why everything started to work in August. I just said to myself that this has to start working and then tried until it did.

There are four stages in Fortress of Forgotten Souls creation. The planning continued from December 2006 to August 2007, the first development stage in August that year, the second starting in October and lasting until November and the third development stage started in December and stopped with the finishing of Fortress today. The most important stages were the second and third where the tileset got its finalized look and I made the tileset theme clear for myself. Everything started in the first stage, but at that time things were messy and undecided.

In the first stage the basic bricks and the first graveyard background were finished. The progress was pretty good, but the happy stage of getting forward was stopped with the beginning of my studies at one particular university of applied sciences. That was indeed also very happy time with hanging out with like 50 new people from which many became my friends. Being hardly 20 years old, checking out the girls and hanging out in parties (many, many parties) took a lot of my efficient time away.

The second stage of Fortress development included a lot of improvements. The creation of dark background bricks and finalization of all masked brick tiles resulted in a somewhat working tileset. I started working with the dirt ground but lousy success in that area depleted my inspiration for some period of time. In the end of the second stage Fortress was fully playable and included all the important stuff but nothing else.

And again the place of my studies got a better of me (or more specifically, the social events surrounding the studies :) The end of November and the beginning of December had so many events in it that I was not thinking about my half-way ready tileset at all. It would seem that if I am having too much to think about, the tileset progress is in jeopardy. I can conclude, that when nothing happens in my life, tileset making is easier. In addition of the university, many computer games occupied me along the way. From August to January I actually finished all of these games: Psychonauts, Half-Life 2, Half-Life 2 Episode One, GTA San Andreas and Jade Empire. In addition, at some points of the autumn I played a lot of Stepmania, the PlayStation2 dance mat game converted to personal computers. All of these games took tons of my time, and especially while playing San Andreas it was more fun to return to that game, not to Paint Shop Pro and Fortress.

The third and last stage of Fortress development got its full power from the christmas vacation, a time when all the social stuff ceased for a few weeks. At the same time I got a great mood of doing something new to the tileset every day. The third stage included at last success with the dirt/grass ground, almost all eye candy (with the exception of the spider web I designed in October). As you can observe from this blog, every screenshot of Fortress here looks simple before getting to the end of December. Finally I got the background layer stuff in order, that had bugged me since the beginning of making of Fortress. Even this stage included some paralyzing phases but for some reason this time the recovery (heh) did not take weeks, but days. And so we arrive at this point we're standing now.

I haven't started making the example single player level yet, but that shouldn't take too long. The thing that will take more time is that making the example level is actually beta testing of my tileset. I don't need to externalize the beta testing as I discover all the problems when moving forward with the level design. For this reason it is important to make a good and varied level for the tileset release. I can notice that I need some new tiles, but there is not much space to juggle with. Still I am greatly bothered by the 8-bit color mode related problems, but I will probably just ignore the whole thing. 

I have liked a lot of making this tileset, and at this point I believe I will be back with more tilesets soon enough. At that time my operation system has changed to Windows Vista and my monitor is a widescreen one, but I am not yet ready to say goodbye to Jazz Jackrabbit 2. If I have been in the circles for a ten years, why stop now? I know that someday the last of my tilesets will be released, but I will not bother myself of thinking about that. Until that time I will enjoy drawing these tileset, seeing them become better day by day and finally see the opinions of JJ2 community at Jazz2Online. Finishing a tileset (Fortress was finished quite exactly at 22:02 tonight) is one of the most rewarding experiences I know. Why, that's a harder question. It could be the striving to make a finished product for so long and starting from a point where the tileset looks impossible to make reality. The strong effort turns into something tangible, that's just something.

This entry is not the last in this Fortress creation blog, although the end is very near. If I write something here after this, that's because of the little things added alongside with making of the example level for J2O release. The last spring, when I published the idea of making a tileset creation diary, I soon came to thoughts that maybe the promise was not a good thing. I am beginning to see that this is not the case. If these texts and images survive in my hard drives or in the internet for long enough, these will be a lot of fun to browse through. All the other folks could be more interested in comparing the screenshots.

So, thank you and goodbye! Making of Fortress of Forgotten Souls was a great part of my life in the autumn 2007, and I had a lot of fun. To the very end I add some music I was listening when making this tileset. Usually I keep my Winamp running all the time I am making tilesets, but only certain tracks deserve mentioning here. The numbers mark the stages these songs influenced. The X's cannot be affliated with any stage. I love all of these songs, they gave me a fire giant strength for all the fall :) 

1. In Flames - Suburban Me
1. Second Spring - Irresistible

2. Mike Foyle - Shipwrecked (John O'Callaghan vs. Mike FOyle Club Mix) or (Gareth Emery Remix)
2. Mike Foyle - Love Theme Dusk

3. Norther - Going Nowhere
3. The Mystery - Feel 4 You (Original Vocal Mix)
3. Loituma - Ievas Polka (Basshunter Remix)

X. Woody Van Eyden - Unfinished Symphony
X. Kissogram vs. Woody - If I Had Known This Before (Woody's Fumakilla XTC-Express-MiX)
X. Led Zeppelin - When The Levee Breaks
X. Led Zeppelin - Good Times Bad Times

Thursday, 19 June 2008

DDD 39: Trees


39. 9 January 2008

Nothing else today but making of three different trees for layer four. It was actually very simple task, but full of working in pixel size scale. There are possibilities to add the trees to brick and sand ground. 67 tiles to go!

19 June 2008 note: Dungeon development diary is going to be back for three times after this entry. To your knowledge, the entry going with number 41 is a gigantic text about finishing Fortress of Forgotten Souls and if this development hasn't been interesting, that entry might be :)

Saturday, 14 June 2008

DDD 36: Concentrating on background stuff


36. 5 January 2008

I didn't have so much time to give to Dungeon today, but the following was done. The warp background, as I said yesterday, came easily to its final smooth version. I did a 512*512 tiling texture with the program XFader giving the brightest and darkest colors for it from my 8 bit Dungeon palette. After this reducing the color scale with Paint Shop Pro 8 was easy and was finished with haste. The earlier version looked rude, because I had done the palette entries for the warp background before and then copy-pasted Twilight Park's warp background with the PSP8 function "maintain indexes". Result - real bad. A mysterious bug breaks the 8-bit warping background every now and then, but it seems that I can fix the problem every time it occurs. Annoying it is of course. This happens when I save the source image file .pcx.

I also made towers for layer six wall. They look somewhat good, but I should not let them be just yet. I probably don't have to shade them so that they seem round. Overall the layer six wall disturbs me. I still have to find good ways to make it look more logical and prettier.

My christmas break from my university of applied sciences is ending soon. I hope the tileset progress doesn't get halted because of it. This could be possible, but I now that I finished Jade Empire in a week (yes, I managed to play it simultaneously with the creation of Fortress of Forgotten Souls :P), I have no intention on starting to play some new game and get carried away with it, like GTA: San Andreas kind of did. I have recently acquired Elder Scrolls VI: Oblivion Game of the Year Edition, and starting to play that now could prove a bad decision :)

Friday, 6 June 2008

DDD 34: Mysterious color problem




34. 3 January 2008

Not so much new in the tileset today, shadows for hills in the layer 7. The rest of the time I tried to fix the mysterious color problem. Check the screenshot for more information on that weirdness. It occurred to me that the strange color tile (positioned 10, 97 in Fortress Of Forgotten Souls) is causing this and I decided to create it anew. I copied the color tile from Twilight Park with Paint Shop Pro 8's maintain indexes -conversion. I probably have to check if all colors in the palette really are in that tile. I'll save that for later moments with more motivation.

Wednesday, 28 May 2008

DDD 32: Introducing new graveyard



32. 31 December 2007

This year's last Dungeon modification contains making of layer 5 content. I started to make it as its own creation, but soon I realized I could use some of the old gravestones and such in this new edition. I am highly satisfied with noticing this, as I could add the crying angel back to the tileset. The new graveyard looks good, even though it is not finished. I have to shadow the trees better than I did before, and I should look can I get some leaves hanging from the trees. Additionally there has to be stones of different sizes everywhere so that the whole picture would not look like a flat painting (which it is of course :) This new graveyard is also more efficient (less green, more stuff) and contributes more to the Dungeon atmosphere and to the background idea which I am planning. The old one had too distant trees to put together with the great wall.

As a real surprise I noticed that I am not satisfied with the background grass green shade. It puzzles me as I just a while ago edited the color of this background to a better one. From the old screenshots I can see, that I changed the shade, but now this change seems to have reverted itself. The differentiation is visible when when one changes the colors to 8 bit mode. The background grass looks much better then. I must start modifying the palette, no one plays Jazz Jackrabbit 2 with 8 bit colours anymore.

28 May 2008 note: this diary entry introduces for the first time the Fortress of Forgotten Souls unfinished background structure with the castle walls in layer 6. Ultimately I abandoned this design because of I couldn't make the wall work. It did not look good at any point. Additionally a constant wall in the background wouldn't have done anything good for the big picture of the Fortress tileset as I have all the time planned that players should be allowed to exit the great decaying castles of Fortress of Forgotten Souls. A wall in the background layer would have destroyed that feeling for sure. More notes about the wall will ensue and you will read about the thinking that led to the wall abandonment.

Saturday, 17 May 2008

Dungeon development diary entry 26



26. 20 November 2007

Many improvements are made with the dirt ground and now it works pretty seamlessly. I only miss the diagonal grounds, which have to be there before the finishing. Some problems remain. The the dirt ground looks too simple (That reminds me of Islands In The Sapphire Sea but as even more simplified) and the too symmetric placement of stones. The background layer graveyard finally got a better shade of green. Candy Chateau colors, begone!

17 May 2008 note: This entry ends second round of the development of Fortress of Forgotten Souls. The first was a short period in August and this second lasted about a month in October and November. Next time I would continue creating Fortress would be in the end of December. There were real life situations hindering, although nothing unpleasant. Only in the delay of Fortress of Forgotten Souls. This blog of course returns before one month is passed :)

Tuesday, 22 January 2008

Dungeon development diary entry 14

Hello all,


Now everybody can see the finished state of Fortress of Forgotten Souls, as I released it at Jazz2Online yesterday (http://www.jazz2online.com/J2Ov2/downloads/info.php?levelID=4986). The feedback has been awesome so far, thanks everybody! Here in this blog I continue to explain the developments in the tileset in October 2007. There are about 25 entries left to write :)



14. 24th October 2007



As the screenshot shows, the background bricks now have fully black parts. I built an extensive set of tiles to shape the black parts and additionally shape the corners of the background bricks when exiting interior spaces to outside air. This far it all looks pretty simplistic, but maybe eye candy will compensate all this. A little more variation to the background bricks, and I will move to make the dark parts to the solid layer 4 bricks. After all this the tileset should start looking like something :)

I believe I will scrap the idea of a steep slopes. They just don't look like something from the idea of Dungeon. In addition, there will not be diagonal parts in the ceilings. This will not harm the developing tileset in any way. I can always make something else.

Sunday, 13 January 2008

Fortress of Forgotten Souls (featuring Dungeon development diary entry 11)

Dungeon is finished.

Let's use that Header 2 font for once :) Yes, this is reality. The 1010 tiles tileset is now finished, and it will not see any major changes after this. Quite an intensive time of wrestling with Paint Shop Pro and other devices have led to this point. The first concept drawing done under codename Castle of Cadavers was made in December 2006. That was originally intended to be a picture of an actual coming tileset, as usual when I am working with something, the final result is something else. A long time of nothing happening ensued the conception, but Dungeon finally got into the development phase in August 2007. The base of everything was done during this time and everything else (aka meat on the bones) was done in October 2007 to January 2008. I will get to this as the diary progresses further. At this point I can say, that the Dungeon development diary has a total of 41 entries with the last one being a gigantic entry looking into the year 2007 and making of Dungeon. The diary is accompanied with 37 screenshots, and they will be seen here later, of course.

Now it really is not long time to the release in Jazz2Online. Watch that space :) And oh yes, let me tell you the real name of my 14th tileset. That's The Fortress of Forgotten Souls and the abbreviation being simply "Fortress". See you soon at J2O!



11. 17th October 2007


A long pause! My new school (that actually started only a day after the entry before this) dragged me to the real life for this two months recess. Many, many nice events kept me away from development of Dungeon, but in the end I think I have now refueled my inspiration to craft the tileset further.

I don't have that big updates today. The biggest is that one of the four differently decayed brick sets (the one that was intact) was deleted. This way I save a lot of space and the image of a decaying castle is seen clearer. The walls have now cracks. It is way better this way and I can't believe I didn't come up with this before.

The next step in the process is creating cracks for the walking tiles and making of some kind of pillars. Now Dungeon looks a lot like the original Prince of Persia :D Maybe later this will start to look something I made, not only copied.