Re: Showcase Thread

Fri 9. Jun 2017, 20:54

I start !

I add in attachment a screenshot of a project I am working on.

To explain the way I control the flow. Articy is not Event based so it's difficult to handle that but I find maybe a trick.
The game is a Sim's like.

the start (on the left) is just the entrance of a dialog node.
The black flow Fragment is an "Action" (no data added). the reference inside the action is a location and a character. in fact, it a way to tell the programmer to start the flow (validate the branch) if the 2 elements are happening in the game (the player is in the good place and talk to the good character). I add the Mobile call as a location, also the internet use in the game. it's easier to handle that.

the red flow fragment is an "Intervention" (delay time and max time to do the flow added). It's a way to tell the developer : don't care what the player is doing, force the situation to happened. so I can force to teleport the player to a place, or receive a call from a NPC (location : mobile, character: bob). the delay data let the player some times before forcing the situation. for exemple, get a object in his/her inventory before meet a new friend in the street.

the yellow flow fragment are dialog.

the purple flow fragment is a "Card". it's way to give a Choice Talk Panel, like every Skyrim or Mass effect dialogue.

the gold flow fragment is specific to my game. It's way to change the Emotion State of the player.

All the node here are just a simple discussion with a friend of the player.

I keep asking my self how to handle Secondary Quest as a parallel flow of the main one.

Hope my work will help some of you.

Arnaud
Attachments
Webp.net-compress-image.jpg
Flow for Discussion
Webp.net-compress-image.jpg (205.02 KiB) Viewed 30591 times
arnaud_cto
 
Posts: 1
Joined: Wed 7. Jun 2017, 16:33

SHOWCASE YOUR WORK

Mon 12. Jun 2017, 08:54

The Showcase Your Work thread is the place to share screenshots or any material of the stuff you do with articy:draft. It's also the place where you might get feedback from your peers around the whole globe.
You can post whatever you feel relates to this topic but - this is our only wish - don't let this thread become a frustrating place for both posters and those who'll answer. This should be an enjoyable and constructive place.

So, please be so kind to communicate positively, don't be discouraged if you won't receive any comments and always respond graciously. And for those who'll comment please don't post stuff that'll lead to "flame wars" or stuff like that. If you want to give constructive critique - do it. But explain what you mean. Don't just say - "you suck".
Ok, to come to an end now. We all know how we want to be treated. So treat other the same way.

And now - happy posting and alway keep in mind: Everyone is learning every time. Bearing the above in mind will keep this thread the way everyone can benefit from it in one or another way.
Have fun guys.
User avatar
Peter Thielmann
 
Posts: 39
Joined: Tue 26. Jul 2016, 13:28

Re: SHOWCASE YOUR WORK

Wed 21. Jun 2017, 20:44

Here we go!

Dawn of the Ronin [PC] - built using FNA (an open-source cross-platform implementation of Microsoft XNA)

Dawn of the Ronin places you in control of an unnamed Ronin warrior right in the heart of 16th Century Japan. Your only companion cut down by Tokugawa's soldiers, you become one of the thousands of warriors that Toyotomi calls to defend Osaka, and to stand against the Tokugawa regime.

So it's a side-scrolling action game based around the idea of hubs and encounters. As you progress through the game, you'll be based around various central locations called hubs where you will be presented with a list of encounters. Selecting an encounter will begin the encounter and take you to the levels where you will fight, explore and interact with other characters. Completing encounters will unlock further encounters and progress the storyline. Optional side-missions will also appear at various points.

In order to construct this, Articy:Draft has been used to populate the various hubs with encounters. Here are a few images showing this setup:
Articy_Flow_0.jpg
The overall story progression
Articy_Flow_0.jpg (207.6 KiB) Viewed 30497 times


Articy_Flow.jpg
Articy_Flow.jpg (228.11 KiB) Viewed 30497 times

As you can see here, there are a few custom flow elements.

Summary - These are used to populate screens in the game that have a text summary, used at various points to summarize the back-story, events happening off-screen etc between chapters.
Shortcut - These are used to generate debug starting points in the game engine.
Map Hub - This is used to denote when the map hub should be shown. The engine then looks forward from this element at all the valid encounters after this point and displays them to the user in a lovely animated menu! (https://twitter.com/RisingSunGames/status/829783298398355461)
Encounters - The meat of the game, and encounter is a cutscene, a level to kill things, or a place to explore. Completing encounters progresses the story.

Encounters have a custom template that allows me to set up everything needed from inside Articy:Draft, from unlocking achievements, to audio effects on completion, to the map file to load and the corresponding Lua script.
Articy_Flow_EncounterProps.jpg
Articy_Flow_EncounterProps.jpg (235.98 KiB) Viewed 30497 times


There is also a dialogue system that is driven by Articy:Draft (no pictures!) which has branching paths similar to Mass Effect's dialogue wheels with investigative branches. This is all driven from using Articy:Draft Dialogues, conditions and instructions.

The only tricky part I encountered while implementing Articy was to parse the JSON into my own articy data object model, and to parse out the Instruction commands. I found a neat library that can execute C# code at run-time with a given context, so all my engine does is run the instruction fragments through the library and it will set flags and other variables in my engine without any hassle! 8-)

Some other animated gifs and images!
https://twitter.com/RisingSunGames/status/773609860244049921 (gif)
https://twitter.com/RisingSunGames/status/777134031376965633 (gif)
https://twitter.com/RisingSunGames/status/844298094149799936 (gif)
https://twitter.com/RisingSunGames/status/821450396707254273 (img)
https://twitter.com/RisingSunGames/status/821099729853513728 (img)

Big images below!


C8G_G9FWsAESVx8.jpg
C8G_G9FWsAESVx8.jpg (135.76 KiB) Viewed 30497 times


C5gdjznWcAIvcfY.jpg
C5gdjznWcAIvcfY.jpg (75.98 KiB) Viewed 30497 times
RisingSun
 
Posts: 38
Joined: Mon 17. Apr 2017, 19:12

Re: SHOWCASE YOUR WORK

Tue 24. Oct 2017, 07:25

I really like the artwork. Do you have anything more current to share?
Donaldson
 
Posts: 1
Joined: Sat 14. Oct 2017, 08:13

Re: SHOWCASE YOUR WORK

Fri 3. Nov 2017, 10:07

Great artworks! Thanks for posting them.
Nevertheless, I can improve my probability of success at vogueplay uk. I'll do it with this kind of information. Every newbie needs a good advice. Soon I'll give it a try.
User avatar
tyler baxter
 
Posts: 1
Joined: Fri 3. Nov 2017, 10:05

Re: SHOWCASE YOUR WORK

Fri 29. Dec 2017, 13:40

Image

Here is a Open Legend RPG that i am working on. Open Legend is a pen and paper system. I find that Articy works very well for not only creating story plots, but also entire world campaign settings and managing living worlds. From creating custom NPC templates to weaving intricate side stories for my players. Articy does it all!

Any questions or comments?

**Edit: I know some flow frags are blank, this was intentional.
tommenquar
 
Posts: 3
Joined: Thu 2. Feb 2017, 02:46

Re: SHOWCASE YOUR WORK

Mon 24. Sep 2018, 12:46

Nice artworks thanks for the other link of artworks its really nice.
NardsSteph
 
Posts: 1
Joined: Mon 10. Sep 2018, 11:52

Re: SHOWCASE YOUR WORK

Sun 14. Oct 2018, 18:52

RisingSun wrote:Here we go!

Dawn of the Ronin [PC] - built using FNA (an open-source cross-platform implementation of Microsoft XNA)

Dawn of the Ronin places you in control of an unnamed Ronin warrior right in the heart of 16th Century Japan. Your only companion cut down by Tokugawa's soldiers, you become one of the thousands of warriors that Toyotomi calls to defend Osaka, and to stand against the Tokugawa regime.

So it's a side-scrolling action game based around the idea of hubs and encounters. As you progress through the game, you'll be based around various central locations called hubs where you will be presented with a list of encounters. Selecting an encounter will begin the encounter and take you to the levels where you will fight, explore and interact with other characters. Completing encounters will unlock further encounters and progress the storyline. Optional side-missions will also appear at various points.

In order to construct this, Articy:Draft has been used to populate the various hubs with encounters. Here are a few images showing this setup:
Articy_Flow_0.jpg


Articy_Flow.jpg

As you can see here, there are a few custom flow elements.

Summary - These are used to populate screens in the game that have a text summary, used at various points to summarize the back-story, events happening off-screen etc between chapters.
Shortcut - These are used to generate debug starting points in the game engine.
Map Hub - This is used to denote when the map hub should be shown. The engine then looks forward from this element at all the valid encounters after this point and displays them to the user in a lovely animated menu! (https://twitter.com/RisingSunGames/status/829783298398355461)
Encounters - The meat of the game, and encounter is a cutscene, a level to kill things, or a place to explore. Completing encounters progresses the story.

Encounters have a custom template that allows me to set up everything needed from inside Articy:Draft, from unlocking achievements, to audio effects on completion, to the map file to load and the corresponding Lua script.
Articy_Flow_EncounterProps.jpg


There is also a dialogue system that is driven by Articy:Draft (no pictures!) which has branching paths similar to Mass Effect's dialogue wheels with investigative branches. This is all driven from using Articy:Draft Dialogues, conditions and instructions.

The only tricky part I encountered while implementing Articy was to parse the JSON into my own articy data object model, and to parse out the Instruction commands. I found a neat library that can execute C# code at run-time with a given context, so all my engine does is run the instruction fragments through the library and it will set flags and other variables in my engine without any hassle! 8-)

Some other animated gifs and images!
https://twitter.com/RisingSunGames/status/773609860244049921 (gif)
https://twitter.com/RisingSunGames/status/777134031376965633 (gif)
https://twitter.com/RisingSunGames/status/844298094149799936 (gif)
https://twitter.com/RisingSunGames/status/821450396707254273 (img)
https://twitter.com/RisingSunGames/status/821099729853513728 (img)

Big images below!


C8G_G9FWsAESVx8.jpg


C5gdjznWcAIvcfY.jpg



Hey
I extremely like the work of art. Do you have much else current to share?
MichaelHicks
 
Posts: 1
Joined: Sat 13. Oct 2018, 21:54

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