Annnd frame by frame notes:
Storyboard Notes
Frame overviews:
- Fade from black into next frame
Low poly models (same as those used for RTS scenes later on just closer), camera only on one human and dinosaur figure, view of 3D environment in background.
Low poly model character turns and shouts, camera moves out into a bird's eye/isometric view for next frame.
Two opposing units comprised of the low poly models move into centre of frame, environment either like a topographical map, or maybe akin to Animal Crossing/Tales of Symphonia's map screens.
Continuation of action, animated (2D animation, some particle effects time permitting) cloud of smoke as centre of action, other units advancing inward, heavy amounts of animation avoided in this way.
Game play menu, unit selection, 2D flat basic background with simple animation on units (just bobbing up and down when 'selected') hand/pointer moving over them. (Think Patapon)
Side on view, mid-distance of low poly unit moving (Probably will be the most animation intensive scene of the trailer).
Second game play menu. In battle menu, top down/isometric of either static or bobbing army (reuse from frame 6). Top right corner displays text menu for unit commands, Moving down shows a change in arrow directions and text (2D).
RPG segment. All backgrounds are 2D illustrations, story book feel to this part of the trailer. All other characters apart from the main human are also 2D and static. Low poly model of main character in a walk cycle over town background (short).
2D illustration of bar/customers/barkeep with low poly main character static, only animation is 2D text bubbles with text appearing.
2D shop/armoury with 2D clerk, low poly main character pointing at item, square glowing halo flashes around it.
Same 2D background from unit selection menu but closer view, low poly troop model bobbing to the left of screen, 2D inventory box to the right. MAYBE 3D assets (shields/swords, just shrunk down from the ones made for the units). Shift between colours/insignia (texture change) on the soldier model, moving square halo over items. Maybe change soldier's weapon once.
RTS view again, low poly models of priests, blue pulsating glow, then 2D puff of smoke that clears to reveal a monster.
3D environment showing land masses/floating islands drifting apart
Same as before, with text of title fading into view
Fade previous frame into black.
Key notes:
RPG sections will be significantly shorter than the RTS sections and will be almost entirely 2D. If the RPG sections cause any issues, we can adopt 2D illustration for the main character as well, similar to games like Curse of Monkey Island/Paper Mario/Phoenix Wright have.
Will only require a few models for the low poly units, perhaps a max of 4 or 5 monsters and soldiers (Infantry with a stockier build, tanks basically, archers will be skinnier and more agile, those in the flying units will perhaps be shorter/petite/women?) with major differences being illustrated through colours/insignia/clothing that will be created entirely on the textures.
Screen shots:
RTS battle, with top down view, focus on environment with units requiring little animation, smoke clouds to indicate areas of heavy activity/fighting, flying troop would be above tree tops and appear larger.
Soldier customisation menu screen. Full body view of a low poly soldier model with switches between textures and items to indicate the menu in use, 2D background (maybe floating islands added in After Effects ) indicating the story's main arc and what the player has to focus on.
Also, we've got Chris Birt and Chris Baldock joing our group, which means we've got plenty more help for this project, I've got Chris Birt's skype, and we can all have a chat later on about what roles they want to play.
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