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Devlog #4 | Monsters in Motion

This devlog focuses on monster animations in Aethermancer! It consists of the written devlog by one of our Pixel Artist Adam as well as a video about specific monster animation at the end.
"Just for some background on my involvement with moi rai, I worked on Monster Sanctuary towards the end of its development creating monsters 51 through 111, then later remastering some of the earlier monsters. I worked on MS as a freelancer and since a style was already established, my main goal was just to match the style and tone already in the game. After a grueling year of drawing loveable pixel art monsters, Monster Sanctuary was released. I looked at our main developer Sersch and he looked at me. I gave him the Pixel Artists Salute and rode off into the sunset. Wacom tablet in hand, never to be seen again. Then I came back! My dramatic reappearance to the moi rai team came pretty much right at the start of their new project, Aethermancer. Unlike Monster Sanctuary, Aethermancers art style was still undecided and moldable, so I wanted to take that opportunity to push the art direction into a position that would be best suited for our team's strengths. Most of my professional work has been drawing characters looking cool while punching, looking cool while shooting, looking cool while slashing, and just looking cool while doing all sorts of destructive things. Its really one of the only things I know how to do. So when designing the visual structure of our new game, all I could think about was will the monsters look cool drawn like this? This goal affected a lot of the artistic decisions within the game. For example, the choice to cut away to a battle screen instead of fighting in the overworld was made in part because we knew we could make more detailed sprites and animations if we went with a side view perspective, as that would only require animating the sprite from one view. While I love the idea of battling in the overworld like Chrono Trigger, what I dont love is animating a giant toad with a pipe doing a body slam facing down, then a body slam facing right, then facing up, then facing up and to the right you get the point. With the current design, each monster has one detailed battle sprite and we can take a lot of time and effort to make the actions super fluid and unique." Some initial concepts for a more complex Naga overworld sprite, and also a monster in an isometric-style that will probably never reappear ever again ever:
"Another concept I had in mind is something that I call 'animation space'. I loved working on Monster Sanctuary, but one issue I kept running into while animating is that I had no space! Each monster had to stand still (well, hop forward), pretend to swing at the air or do a little dance, then jump back into place. There are only so many ways that you can animate an attack like this, and I think I animated all of them. Apparently monsters in Monster Sanctuary use the Shouting technique quite often..."
"That aint the case with Aethermancer folks. We tried it out at the beginning and said 'Nah, this is GARBAGE!'"
"The monsters in Aethermancer have the whole canvas to move around in. Some monsters jump to their enemies and slice em up (Naga), other monsters dash straight towards them and punch em in the face (Gargoyle), some go underground, pop back up and then whack the opponent (Mandragora). This style gives us a ton of space for unique and creative animations. You want a monster that teleports behind the enemy like Goku and blasts him with a Kamehameha? We can do that. A monster that jumps so high that he goes off the screen then comes down smashing the enemy with an aerial strike? We can do that too! A monster that punches so hard that he causes the enemies to fly through the background, opening up a NEW SECRET BACKGROUND!?! Well actually no, we cant do that. Thats too much work. This is probably my favorite part about working on Aethermancer, there are just so many opportunities for creativity in the battle animations and I think it makes the monsters stand out from other games and feel unique."
"We as a team are quite proud of the new style of monsters in Aethermancer, and its always exciting to come up with new ideas and share them with all of you! Were looking forward to creating a cast of loveable (or in some cases, weird and creepy) new monsters that you can smash your opponents into oblivion with in all sorts of new and interesting ways!" Hope you guys enjoyed reading about our monster animations. If you want to get more insight into monster pixel art animations, you can also check out this video Adam made where he goes deeper into thought processes when animating pixel art monsters: [previewyoutube=vckQK94-PMU;full][/previewyoutube]

Stay tuned for the next dev log and feel free to leave comments!



[ 2023-07-03 17:23:30 CET ] [ Original post ]



Aethermancer
moi rai games
  • Developer

  • moi rai games
  • Publisher

  • 1970-01-01
  • Release

  • Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
  • Tags

  • Game News Posts 17  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
  • Controls

  • No user reviews

    (0 reviews)


  • Review Score

  • https://store.steampowered.com/app/2288470 
  • Steam Store




  • Encounter the Monsters of Terastae that defied the virtues of this world and are trapped in a cycle of death and rebirth. You as an Aethermancer have the ability to bond with these Monsters and help them achieve Worthiness to escape this cycle. Guide a party of three Monsters through dangerous environments and utilize their actions and skills in combat. As they advance, make decisions in a smart skill selection system. What skills you can choose from is based on the Monster’s types and elements, the skill choices you made before and the other Monsters in your party - making every Monster truly unique!






    Fight ferocious Monsters and divine bosses in turn-based battles where every action has consequences. Adapt your strategy to each combat, consider your synergies, and plan the actions of your Monsters wisely. Harness and manage the four elements of Aether in order to unleash powerful spells. But whatever you do, make sure you watch the HP of your Monsters...






    When your Monsters die in combat, you will lose them. Permanently. But you have the power to defy death by using their souls for rebirth. Their skills will be lost in the process, but they may live again as the same Monsters. Never lose hope! Your Monsters will grow stronger from their previous lives as they gain Worthiness with your help.






    Impact combat as the Aethermancer. Unlock player classes that allow you to take on different roles. Each player class has distinguishing features that change how you play the game, allowing you to experience the game in your own way.






    Stop the encroaching danger of the Void. Use your Aethermancer abilities and explore, sneak, and fight your way through procedurally generated levels with multiple pathways. Keep going until you lose your Monsters.
    Regather in the Pilgrim’s Rest and advance through the Aether and Prestige you collected.
    And then… try again!






    Special thanks to Path of Pixels (logo), HeavyMetalHanzo (key artwork) and Steven Melin (soundtrack)!
    MINIMAL SETUP
    • OS: Ubuntu 14.04
    • Processor: Dual-Core. 2.0 GHzMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: GeForce 8800 GT 512 MB. Radeon HD 4870 512 MB
    • Storage: 1 GB available space
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