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12/8/15

FusionFall Legacy December Live Event Crazy Big analysis! [Part 1]









Woo, what a day...



Hi everyone, today ill tell you all of the things ive found in the Live event.



It starts off with a Did You Know Gaming parody, explaining facts about Fusionfall, and im gonna admit, its pretty great the job they did!



Afterwards, it shows us a Fighting example, im gonna admit that i didnt saw any missing sounds, and the fact that getting nanos by leveling up is back makes me really happy, and the music changing is really cool too.



Then after it shows a weird animation, this is actually a cutscene example, and i loved that Numbuh 2 balloon.



Afterwards it shows us a Infected zone look and run, while still unfinished, cant wait to see the final design.



After, it shows a few cool effects they added to alot of stuff, like shadows, leafs moving etc.



The best part of this is... THE EXCLUSIVE REVEAL!!!!!!



The most fun part about this is the fact they parodied Mewtwos reveal in SSB4, its non other than...











Rolf!



Ya know, we all expected him to be in this...



Oh, and other NPCs are coming soon











This is non other than Eustace, why?



Well, he says a line i know from Courage the cowardly dog, and the shape looks like him.



Stay tuned for part 2!

-Plants10000

Play now message has been updated

Remember that play now message i showed you a few months back, well it got an update in November:

Fusionfall legacys demo is coming real soon, i can fell it!

-Plants10000

(If you ever wanted my backgrounds that i use on the blog, here they are:)
                                                           Fusion Spawn X-mas

                                                           The Future Compilation


Dec. 8th @ 4:30 PM EST - FFL LIVE EVENT

Hello everyone.

Today is the FFL live event, and ill be coming to watch it! Im gonna be glued to twitch until it starts.



See ya there!

-Plants10000

12/6/15

Devblog 31: Coding the enemies

Heres one of my favorite parts of a game, coding! And Funske is here to explain such thing:

Hey FusionFall Legacy community, I hope you have been enjoying this week of devblogs. As most of you know I’m one of the programmers on the team, and recently I’ve been working on polishing all those little details in the game. I’m really excited for you guys to play the upcoming demo of the game. A lot of time and effort has been put in to it, so today I’ll be showing you guys some of the specific things I’ve been working on lately.

A quick screenshot of player inventory has been shown in a previous devblog, but now it looks much better than it did previously. There are a ton of little details when making something like an inventory system, but after going through a lot of polish it looks almost identical to how it did in the real game.



When programming for FusionFall Legacy I use a much different approach than if I were programming any other game. Because FusionFall is an already released game, there are many references of the game for the team to look at. Before I start to make anything whether that be combat, inventory, or missions, I always study the source material. I try to figure out how the original developers made that feature and then try to replicate it. Another aspect of the game that has been touched on recently is Nanos. Nanos might be small, but there is quite a bit of action that needs to be programmed.



Each Nano has to be individually made as most of them have unique powers, and because FusionFall Legacy will feature new nano powers, we have to make sure all nanos are balanced and fair.

Of course we have to add in the baddies as well. I’ve spent a lot of time working on enemies as there is quite a bit to make. A few months ago we showed off that enemies were in the game, but they have gone through plenty of makeovers since that time. Enemies have three primary states: they are either walking around, chasing the player, or attacking the player. It sounds simple enough but there is a bunch of stuff going on behind the scenes to make them all work.

When enemies are walking around, they pick a random point somewhere around them. After this point is selected, they then check if that point is inside their spawner radius. This way, enemies can’t walk to other areas they don’t belong in. Despite the fact that enemies hover, jump, fly, or just walk, their style of movement has no effect on how they actually move around, those little details are done by animation. This is definitely the simplest part about enemies. Enemies are always on the lookout for players nearby. Enemies can do this in two ways. If a player gets too close to an enemy, it will then become aggressive and start attacking. Alternatively, if the player starts attacking an enemy, it will start to retaliate.



This is where each enemy’s personality starts to comes out. Each enemy has different variables to make them more special. Some enemies have stronger attack or stronger defense. Some enemies don’t care if you walk next to them and others do. This makes each enemy seem unique in order to make the world of FusionFall seem even more full and alive.



Fusion Spawns are one of FusionFall’s most well-known enemies, and the first ones to be added in FusionFall Legacy. These creatures are generic stat wise, but they love to stay in groups. If you anger one, more will be sure to follow!



This Shocktangler, which is an enemy you can fight in the demo, has a strong attack, but lacks some defense. Shocktanglers have a better eye then some other enemies, and will notice from a farther distance. Some of them even possess the powerful eruption attack. When it’s charged, it launches condensed amounts of Fusion Matter beneath your feet.

I hope you have been enjoying this week full of devblogs. Check out the livestream Tuesday at 4:30 EST.

This is probably the last devblog of this week, but we'll see you at the live event!

Im expecting a Devblog tomorrow, but we will see...
-Plants10000

Devblog 30! M is for...

Mandark :/


Well, well, well! Looks like everyone is making a devblog. Might as well join in, I am the most important member of the team, after all!

I am Mandark. I am THE founder of FusionFall Legacy and I do ALL the work. ...as far as you know. So I'm taking the precious time out of my very busy schedule to show you all the hard work that I totally put in to making the game!



Particle Effects

As project lead, I create all of the particle effects using my superior intellect and and amazing art skills. (more on those later!)  We   I make the particle effects as close as possible to the original game, but when the team   I think there is room for improvement, adjustments are made. As most of you know, when Fuse's goons are defeated, they dissolve back into fusion matter, so the particle effect was designed to show that in action.


Here's another little detail I'm sure only those of you with the sharpest eye picked up on.


The mission objective particle effect is actually being "projected" via a device connected to your nanocom, courtesy of Dexlabs   Mandark Industries!

Unfortunately, a Jumbo Fusion Spawn barged in to my lab the other day and stole all the footage of all the other particle effects I was going to show you today.


...but don't worry, I've tasked an elite group of Mandroids to apprehend the little slime ball!

They'll... they'll uh... catch him eventually.



The Art


Moving on, I'm now going to take the time to talk about all of the artwork I do here at FusionFall Legacy. As the only artist on the team, Virt I opted to create a new set of art for the log-in screen. The art was created with the idea that they were welcoming the player, getting ready to head out to the battle. While the login art was designed with the whole picture in mind, they were all designed as individual pieces of artwork so that they could be used for other promotional material if needed.




Revealing the Silhouettes

I'm sure many of you remember the character silhouettes shown in previous devblogs. Since I'm the one who created all of the new designs for the characters, I figured it was about time to reveal the whole image and go over all of the new faces coming to FusionFall Lega.....y ..tarting... w..ith .......... .r.. ... .f.. .......







[USER HAS BEEN LOCKED OUT OF THE SYSTEM. HAVE A NICE DAY, AND SEE YOU IN THE NEXT DEVBLOG.]
Ya know, im just laughting at this, its funny.
though, who do you think he was about to reveal? 
-Plants10000 

Devblog 29: The Devside

Update 12/11/2017: For some reason the images were disabled! Sorry everyone :/

Howdy Folks,

Tech TheNoob here, and today i'm taking over the turn tables from the home run hitters to talk about what it is I do and what I help with. Wait? Tech's a Developer? Yes, and while I have a smaller part as of right now in the role of Fusionfall Legacy, I do have a strong place in the group. I can be placed into different roles to help patch things that are needed. When it comes to primary tasks it comes with providing graphics for the team whether it be logos, textures, buttons, or html elements. You might recognize some of these:



Since all character creation items had 7 recolors, the dev team had me create 2 new brand new jackets. I also have a strong role with helping with events that come up. making logos is enjoyable and also had the honor of doing some cool things like the VS board for the Demo Nano Faceoff! It gets fun when you have requests from our dev members and it starts out as a joke and becomes a reality. Sorta like dogon’s reference to frozen when he did the “Big Summer Blowout” and it was turned into the Sizzlin’ Summer logo. :)


All in all we have fun with how things are done on the dev team, even when there is a little rush for a deadline. Those times get scary especially when you have noticed someone has been up all night stretching to get something done. Dogon who's been known to be up for 2 days straight was working on something and when asked how he was doing, he would admit he was without sleep, but yet... seemed as cool Adam and Bubbles here. #RayBans


Smoothhhhhhh, So between all the stuff going on with Fusionfall Legacy, how do we keep all these files organized? Well we have our own backdoor, it’s an ftp server that keeps all of our stuff organized! We get to log into it and everything and share files. So services like dropbox, google drive, and one drive are nice alternatives, we get like a whole backdoor with our own logo on it and everything. Truefax, I have a picture to prove it!

 
-Plants10000

Devblogs 27 and 28! How are manga pages done?

While i dont read the manga, the devs released 2 devblogs to find out how they make the scripts, the pages, art and so much more! Here are them both:
Devblog 27: Manga art

Hey all, it's Virt. As you probably know, I'm the main artist for FusionFall Legacy. In my devblog, I'm going to talk a bit about creating the manga. That's primarily because there's going to be a page released today!

Dogon's going to talk more about the writing in his devblog, and since I'm the artist, I'm going to talk about the art aspects of the manga.

Creating a manga is a lot of hard work. Because of this, drawing just one page can take a long time. The first thing I draw for a page doesn't tend to stay as the final version - plenty of revisions take place over the course of one page. I basically just redraw anything I feel doesn't work and try to make it show what I'm trying to display more clearly.

A lot of my inspirations for the manga come from typical shonen manga such as My Hero Academia and One Punch Man. I personally feel that the original FusionFall manga didn't follow many actual manga storytelling devices and was simply drawn in a style resembling manga. To me, creating the manga isn't just about drawing a black and white comic. There are a lot of specific elements of design that manga uses that are mostly unique to manga, so I'm trying to use some of those to enhance that manga feel.

That said, this is a relatively recent revelation. When I started, I did pretty much exactly what the original manga did, but while sticking closer to the style in the promotional art for the game. The shading was over complicated and the compositions weren't ultimately very interesting, to name a few things I think were wrong with the first few pages. (I still like how they turned out, mind you.)
More recently, I've been trying to be more accurate to the actual layout and styles of manga. There should be a very visible change in style in pages to come, and I hope you all will enjoy them.

The new page is on our manga site, but you can also see it here.


and Devblog 28: Dogon with a Devblog:

Hey guys! Dogon here with yet another devblog! I know a lot of you were expecting another devblog on world building, but we're saving some of those neat details for the live event! (Speaking of the live event, I've been pretty busy editing the whole thing together, so sorry if this devblog runs a little short!)

 Instead of world building, I'm here to talk about the manga. Wait... a second manga devblog this week? Does that mean..?


YES IT DOES! There's ANOTHER new page out right now for you to enjoy!
CLICK HERE to read the page!

I'm gonna talk about what goes in to writing a manga page, as well as how a page goes from an idea to text, and then from text to a finished page.

The manga script is where all of the magic happens. While Przzy may have taken over most of my duties when it comes to writing ingame missions, I'm still in charge of the overall story for FusionFall Legacy as well as the only writer for the Manga. As of this devblog I've written 9 chapters and planned out quite a few more. You can see a small snippet based on Today's page below.



I tend to leave my descriptions of what angles, objects, characters etc should actually be shown on the page fairly vague, as Virt has a better understanding of how to make things look good on paper. If I have a very specific way I want something to be shown, I make sure to include it in the script, and if Virt needs any extra info he'll let me know.

After reading through new chapters of the manga script our artist, Virt, tends to doodle various scenes out on paper during the day, and sends the sketches to the team later. Since there tends to be a long gap between writing the script and actually starting to work on a page, we use these doodles as concept art to remind us the tone we wanted for the page when it was written.


How many pages a chapter is isn't actually ever concrete. The previous page and this one were originally intended to be the same page, and in the first draft of the prologue the Eds didn't make a cameo at all! As Virt goes through the script, he'll sketch out the pages. From there we place page markers. A lot of times, he'll end up re-drawing the page at a later date with a more concrete design in mind.


Virt tends to include little jokes and doodles in the sketches when he draws them. He usually sketches the pages while sharing his screen, so that I (and anyone else on the FFL team who happens to be in call) can comment and make suggestions as well as so that he can show off how gosh dang cool his drawing skills are. A lot of the time, I end up pitching in a suggestion while he's either sketching or doing line-art for the page, including things like flipping Edd horizontally, (as seen when comparing the sketch to the final version of the page).

Sorry for the page drought recently, but we've got a lot of fun stories planned, so we hope you're all hyped to continue reading the manga! You might even see a few characters in the manga first before we reveal that they're planned to be in the game, so keep an eye out!

I hope you guys are enjoying this week of devblogs which will extend well into the weekend (and probably even into next week!) , and I'll see you all at the FFL Live Event!


Looks like this week of devblogs will continue to next week! This will keep me busy...

-Plants10000 

Devblog 26! Wanna mission?

Sup everyone! I'm gonna try and continue this cool week of devblogs with some talk about missions and the story of the FFL Demo! Dogon and I have been hard at work touching up the fine details of the demo's storyline, as well as coming up with new and fun missions for you guys to experience. This devblog will hopefully give you guys an inside look of the mission developing process.



The Context:

Each character and area in the game is unique, which means there's infinitely many concepts for new missions. However, a good mission takes a blend of the characters and area(s) involved and turns it into an experience that is not only fun for the player, but gives the story a place to progress.

Since the Demo mainly takes place within Sector V (The Future), the missions in that area reflect the state in which the area is in.

The heroes mainly control the Sector V Treehouse and Hero Square, however in order to complete (and find) every mission. You'll have to explore the whole area! Some fun landmarks of Sector V include the KND Training Area, the fountain, and the residential area in the back.

The characters themselves also have their own goals in the game, and the missions should reflect who the character is. For example, Gumball wouldn't be researching thermonuclear energy in his show and Samurai Jack wouldn't be searching for buried candy without a good reason.


The Planning:

After the characters are all set up in their areas, the next thing to do is brainstorm ideas for mission concepts. Making a mission concept includes providing:

  • The name of the mission
  • The mission's level
  • What NPC/object/event gives the mission
  • Any required missions to complete beforehand (example: for a (part 2 of 2) mission, the (part 1 of 2) mission would be a required mission)
  • The Difficulty: Easy, Medium, Hard, Devan, Impossible, Future, Lamborghini (Since this has absolutely no effect on the code, the difficulty can be literally anything)
  • The mission ID

Out of those, the mission ID is probably the most important step. If two missions were to have the same ID, the game would get confused and everything would blow up. Fortunately, I keep an organized list of every mission, and use spacing between the IDs so missions don't overlap. For example, Demo missions start at 10001. This doesn't mean there are 10000 other missions already made, the spacing is used so that mission IDs don't overlap and cause issues.




While these things are being figured out, I use a table like this to sort out each required feature of a mission. As you can see, Dogon and I both work on the same table, and for good reason. Once I fill out all the required information, I write up a quick summary of what the mission would be about. Once Dogon reads it and gives it the A-OK, the mission is mine to write. Although most of the time, Dogon gives me a nice suggestion in order to make the mission more unique and fun.




For example, this mission went in a completely different direction once Dogon reviewed it. It is honestly now so much better and I cannot wait for you guys to try it out.



The Base Writing:

Once Dogon approves the mission, I can start writing everything out! When doing this, we made a simple format to follow. I'll try to explain how it all works.




Most of the stuff on there is self-explanatory, or it says what it is right next to it. However here is a quick list of things about the mission template.


  • Tasks basically run the mission. 1 task is equal to 1 step of a mission. For example a mission that has you go defeat 5 fusion spawns and come back would have 2 tasks. One to take down the spawns, and another to come back for reward.
  • The same goes for NPC messages. If two characters were to send you a Nanocom message, you would have to set the number as 2. They behave a bit similar to the number of tasks while working in Unity
  • Any time you physically talk to anything on a mission, you need to include the NPC ID. This could be an actual NPC or an item you need to interact with to progress in the mission. They all have IDs
  • When fighting monsters, you also need to include the monster ID. Some monsters appear in the demo and full game, but the IDs are totally different between them
  • The things like coordinates are super important too, but those aren't used in the base writing

Now, I can start writing the basics of the mission. This includes the general info (which is already done via the table), the dialogue, and the journal entries.

When you guys are playing the Demo, please be sure to read your journal occasionally. I made sure to make every journal entry unique depending on the task you are currently on. That's an average of about 4-5 different journal entries per mission. Be sure to read em, as it's a lot easier to fit things like references and story trivia in them than it is Nanocom messages.




The Expanded Writing:

This is probably the most fun part of mission development, and the most tedious. This mainly features finding the coordinates where the waypoints will be located. This part involves flying around the world, placing the mission coordinate marker on where ever the waypoint on the map should be, and recording the coordinates.

Here is an example of a simple "Find the Fusion Spawns" waypoint I threw together for this devblog.


I record those coords in a document, so it's super easy to refer to when actually creating the mission in Unity.

The final thing I'll touch on for expanded writing is the mission objects. Since I can't add mission objects myself (Dogon has the models), I need to create a reference so Dogon can add the mission object to his build. Here is an example of one of my requests.


The thing is, this mission in the Demo will not have a waypoint on the map. So take note of this area! It might be important.



The Future (No reference intended) (OK maybe a little reference intended):

As we move forward in Legacy's development. I always look for ways to tweak the systems which would allow for better immersion in the game world and an all around better experience. Dogon, Funske, and I have been discovering a few new ways to give players missions instead of having every mission start off by talking to an NPC with an exclamation point above their head. These are a few of the new mission structures that may take effect sooner or later:

Environmental Missions are missions that, instead of being given out by an NPC, are given out by a world object. The best example of these in the original game are the "Days of Knishmas" missions. This would reward exploration around the world, and give benefits to players that viewed the game world as an actual environment, instead of as a mental map with monster spawns and NPC locations. Look for environmental missions in off-the-beaten-path areas, especially areas away from a major hub. However, there also may be environmental missions in world hubs, so just explore, explore, explore!

Event Missions (not to be confused with things like holiday missions - those are different) are missions that are automatically given to you after a certain event happens in the world. Nano missions are primarily event missions, as the "event" that gives you the mission is the player leveling up. While these shouldn't be as common as NPC given missions or environmental missions, they are one of the best ways to immerse players in the story of a game. Look for more information about these in the future once I have more examples of missions to show.

Detective Missions are, for lack of a better name, missions that require knowledge about the world and assets in the world. The most distinguishable feature of one of these missions are that there are no waypoints on the minimap. The clues to the mission are given via NPC text, or features in the world, and requires you to go full-on Encyclopedia Brown in order to finish the mission. While these are much more difficult than other missions,  the feeling you get when you complete one on your own or with friends is one of the best feelings you will ever have.




Overall, I want the missions of Fusionfall Legacy to be something that the player wants to do. Instead of seeing them as tools to fill your FMM, I want them to be something where you have fun reading and exploring in order to accomplish them. I also want to give generic NPCs a chance to shine, giving them personalities and plenty of missions to do. After all, we're gonna need all the help we can get if we're gonna win this war!

I hope you enjoy the rest of the devblogs we have coming your way, and stay tuned even after they stop! You never know what we might pull out.

I am definitely excited for all of the new mission types! my favorite part of FusionFall was the missions, and its nice to see a little change to them.

-Plants10000

Support Tickets: Do not respond to the automated e-mails!

Ill let Dex explain it:

Greetings...

A number of tickets continue to go unsolved as of late and we have just learned today that this is because a majority of you are trying to respond to tickets via e-mail.

This will not work. In order for your problem to be corrected via the ticketing system, you must respond to your ticket through the help center.

If you're having trouble accessing your account, write to ff@contact.modulatornetwork.com and we'll help you out that way.

Thanks for your cooperation.
 
Just to let everyone know ;) 

-Plants10000

New devblogs are here! Live stream announced for this Tuesday! (Devblog 25)

How much have i missed!

Hello everyone, plants here, and during this whole week, the devs have released multiple devblogs, this is #25:

Hey guys, Wilttilt again dropping in to kick off a full week of devblogs! Consider these a series of more personal devblogs written to detail some of the things we specialize in! You can look forward to mine, Virt's, Funske's, Dogon's, and Przzy's write-ups on what we do best. We may even be able to sneak a couple others in. The meat of my devblog will detail what I've been dedicated to working on this past month or so, as well as some of the smaller things I do around here!

One of the most important roles I serve here is to rig everything...That's right, so far, everything. Rigging is the process in which weights are applied to a character or object's "bones" that basically allow for moving parts. I went over this briefly in our "Girl Power" devblog, but to expand a little, each and every vertex on one of our models has to be specifically told to move when one of the models' bones moves. The tough part is usually  determining where one bone takes control and the other stops having an effect. Depending on how much "weight" each bone has can really make an impact, so it can sometimes be a challenge to figure out what goes where.


Considering how useful rigging is in letting us get the world and environment into a state where it feels alive, it's safe to say that a ton of stuff has to be rigged for FusionFall Legacy. Most obviously, are the NPCs that fill the world, but monsters often have just as many if not more bones for their models. Just as well, every item piece has to be rigged separately....twice, because we have both a girl and boy version of every single item. This can be overwhelming at times, but its good to look back and see how far we've come and look at how much I've managed to rig.

One of the more annoying part of rigging, especially in regard to FusionFall Legacy, are some of the non-conventional rigs we have. Things like fusion spawns, cyber stingers, and shocktanglers are all non-humanoid, so there has to be a different kind of base for each one. This can really be some work at times, but it tends to come together exactly as we need it!



In addition to working on the rigging for the game, I also make some of our team's models and textures. I refined our Gumball NPC, worked on Darwin, and basically serve as quality assurance to make sure our models are in tip top shape! Here's a quick look at our model for Gumbal. I still can't get over the fact that our artist was able to design a talking fish with legs and a blue cat in the style we needed, but he pulled it off!


And Finally, I get the honor and privilege to announce our first official live event! You Nintendo fans may be familiar with the style we'll be presenting in, as it's reminiscent of Nintendo's own Nintendo Direct events. Be sure to check it out at the end of our week of devblogs, as its sure to have lots of cool information, reveals, and even a live hangout/Q and A session. We're all looking forward to having you there! We'll have more information on the times later in the week.

The info for the livestream is right down here:

 Hey guys! Dogon here with some new info about our Live Event! You can catch our first ever official livestream on December 8th at 4:30 PM EST. You can watch it by logging in to F.M.H.Q. LIVE or by tuning in to our twitch channel. Keep in mind that our twitch chat is disabled, so if you want to chat with your friends about it, you'll have to log in to LIVE, which can be accessed via the sidebar on the main site.

http://www.twitch.tv/fusionfalllegacy

The Live Event will feature a Nintendo Direct style pre-recorded presentation followed by a live hangout session / Q & A stream where you can hang out with the devs. watch us work live, and ask us questions! The live event will be both archived on Twitch and uploaded to YouTube.

See you all there!

I might not make it but still, ill watch it and do my analysis and impressions of it when its on Youtube.

And yes, ill catch up with ALL of the devblogs.

-Plants10000