{"author_link":"\/users\/splitpainter","author_name":"SplitPainter","author_uid":"splitpainter","comments":[],"epoch":1587491305,"event":"LD46","format":"md","ldjam_node_id":205583,"likes":1,"metadata":{"p_key":"143479","p_author":"SplitPainter","p_authorkey":"1057198","p_urlkey":"359892","p_title":"Kaoamaru - A dark atmospheric narrative PS1-like - Post Mortem","p_cat":"LDJam ","p_event":"LD46","p_time":"1587491305","p_likes":"1","p_comments":"0","p_status":"WAYBACK","us_key":"1057198","us_name":"SplitPainter","us_username":"splitpainter","event_start":"1587081600","event_key":"77","event_name":"Ludum Dare 46"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD46","removed_author":false},"_superparent":176557,"_trust":1,"author":57198,"body":"![thumb-corrected.png](\/\/\/raw\/e6f\/d\/z\/31c90.png)\n\n# Game: Kaoamaru\n- A short and dark **atmospheric narrative** (or should I say, _little movie_?). \n- Play and rate here: https:\/\/ldjam.com\/events\/ludum-dare\/46\/kaoamaru-kaiju\n\n## Features\n- A [Kaiju](https:\/\/en.wikipedia.org\/wiki\/Kaiju) (bizarre, japanese style monster) conceptualized and made from scratch\n- PS1 graphics and aesthetics, Half-Life inspirations\n- Multiple atmospheric songs\n- Cinematrographic camera\n\n## Tools and credits\n- Godot\n- Blender\n- LMMS and Audacity\n- Everything was made in the Jam by me, without templates.\n- Mini-documentary, timelapse and more coming after voting ends. I recorded everything.\n\n![kaoamaru-camera.gif](\/\/\/raw\/e6f\/d\/z\/31ca0.gif)\n\n# What went right\n- **The theme and the idea**. Idea and concept came fast in my mind. In previous Jams I would waste more than 5 hours frustrated with the theme. Not this time.\n- The main creature (Kaiju) concept.\n- The process of **modeling, texturing, rigging and animating the Kaiju in Blender was my favorite part** of working in this Ludum Dare. I turned out exactly the way I wanted and I couldn't stop looking at it and playing around with the rig.\n- The **art style overall, PS1 \/ Half-Life like**.\n- **Intro animation** and scripted camera.\n- Staying healthy (I slept early and woke up at 5:00am during all the 3 days of the Jam).\n- **Mood and atmosphere turned out great**.\n- Using Godot, because of how lightweight it is, but mostly specially, due to the AnimationPlayer.\n\t- Controversly, using Godot was also a con. Unity Cinemachine would fit this project better. See below.\n- Downloading some [VSTs](https:\/\/en.wikipedia.org\/wiki\/Virtual_Studio_Technology) to play around in LMMS was a good choice, because with just little experiexperience in music making I managed to create the atmospheric music that I had in mind.\n\n![kaoamaru_godot_screenshot.png](\/\/\/raw\/e6f\/d\/z\/31c7f.png)\n\n## Lore Facts\n- The name Kaoamaru came when I was making the meditation sounds, and then I kept repeating KAOA KAOA KAOA in my mind and I liked the rythm. Kaoamaru doesn't mean anything in real-life, afaik.\n- In the meditation scene, the monks are saying the Buddhist Hearth Sutra, plus 2 phrases I created and plus KAOAMARU (which I enviosioned in tribal voices, but I failed to replicate that in LMMS, so I used a Choir Synth for the voice).\n- I wrote around 100 lines of lore and story.\n\n![kaijubones.jpg](\/\/\/raw\/e6f\/d\/z\/31caf.jpg)\n_That's a lot of bones for a game jam_\n\n# What went wrong\n## Little to no gameplay\nI planned 3 gameplay mechanics and stages, but **I spent 1 full day doing the 3D art** and **the other day moving the camera** and scripting the intro and ending animations.\n\nWhen I finished those items, there wasn't time left for the gameplay, ironically. So I prefered to do the music and pack the project, and consider it a _short and dark narrative_.\n\nEven **the art for the gameplay mechanics is done, but again, I focused too much time on the art**. For example, **there is a human model, fully rigged and animated that I made**, but didn't use for lack of time. Also more island types such as factory, war, city, etc., which fit perfectly the lore, but I could put they in.\n\nAt least I love the final atmosphere in it, due to the mood of the art and music :)\n\n## Multiple endings stayed only on paper\nDue to the previous items, I didn't manage to implement the multiple **six endings** that I planned. Plus an easter egg.\n\n## Tool hurdles and annoyances\n- **Moving and rotating a camera in the Godot viewport** to create scripted camera events and animations is a **pain in the ass**. Since the game has a lot of scripted camera action, this was my biggest struggle in the project, fighting with positioning the camera. Godot needs a way to control to camera like Blender, where you navigate in 1st person view and move with WASD (_fly mode_ and _walk mode_).  I **spent hours on this**.\n\t- I found this old Github issue: https:\/\/github.com\/godotengine\/godot\/issues\/53 but nothing else is mentioned.\n\nThis is the thing: move the camera **object itself** and update its translate attributes:\n![camerapreview.jpg](\/\/\/raw\/e6f\/d\/z\/31d0a.jpg)\n\n### Update: it is actually possible.\n**Align Transform With View** does that. Thanks R\u00e9mi (Godot project manager) for the tip!\nhttps:\/\/twitter.com\/Akien\/status\/1252559116029091842\n\n- When exporting to glTF 2.0 in Blender, the NLA Stack \/ Animation Actions get bugged and **animations get lost when you have more than two animations**. \n\n# What I need to learn more and improve\n- Godot tweening, easing, fade in and fade out.\n- Better godot music and sound management and playback. Load music by code.\n- Godot load and deal with resources dynamically: https:\/\/docs.godotengine.org\/en\/latest\/getting_started\/step_by_step\/resources.html.\n- Blender NLA Stack, the correct usage of Action Stash and Push Down.\n- Music and sound production, well, everything about it. Although I made multiple musics for the game, I kind of had no idea of what I was doing. As of this writing, it's been only 10 days since I started studying music and DAW software.\n\n# What I plan to do next time\n- Try to create a game with actual gameplay, think about something simpler\n- Colaborate with someone else\n\n# Play and rate!\nhttps:\/\/ldjam.com\/events\/ludum-dare\/46\/kaoamaru-kaiju\n\nI'm playing, rating and commenting on everyone game's that also do the same for me :)","comments":1,"comments-timestamp":"2020-04-21T17:55:42Z","created":"2020-04-21T17:24:05Z","files":[],"files-timestamp":0,"id":205583,"love":1,"love-timestamp":"2020-04-21T17:54:46Z","meta":[],"modified":"2020-04-21T18:18:35Z","name":"Kaoamaru - A dark atmospheric narrative PS1-like - Post Mortem","node-timestamp":"2020-04-21T18:18:35Z","parent":183299,"parents":[1,5,9,176557,183299],"path":"\/events\/ludum-dare\/46\/kaoamaru-kaiju\/kaoamaru-a-dark-atmospheric-narrative-ps1-like-post-mortem","published":"2020-04-21T17:48:25Z","scope":"public","slug":"kaoamaru-a-dark-atmospheric-narrative-ps1-like-post-mortem","subsubtype":"","subtype":"","type":"post","version":618531},"node_metadata":{"n_key":"205583","n_urlkey":"359892","n_parent":"183299","n_path":"\/events\/ludum-dare\/46\/kaoamaru-kaiju\/kaoamaru-a-dark-atmospheric-narrative-ps1-like-post-mortem","n_slug":"kaoamaru-a-dark-atmospheric-narr","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"57198","n_created":"1587489845","n_modified":"1587493115","n_version":"618531","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/46\/kaoamaru-kaiju\/kaoamaru-a-dark-atmospheric-narrative-ps1-like-post-mortem","text":"![thumb-corrected.png](\/\/\/raw\/e6f\/d\/z\/31c90.png)\n\n# Game: Kaoamaru\n- A short and dark **atmospheric narrative** (or should I say, _little movie_?). \n- Play and rate here: https:\/\/ldjam.com\/events\/ludum-dare\/46\/kaoamaru-kaiju\n\n## Features\n- A [Kaiju](https:\/\/en.wikipedia.org\/wiki\/Kaiju) (bizarre, japanese style monster) conceptualized and made from scratch\n- PS1 graphics and aesthetics, Half-Life inspirations\n- Multiple atmospheric songs\n- Cinematrographic camera\n\n## Tools and credits\n- Godot\n- Blender\n- LMMS and Audacity\n- Everything was made in the Jam by me, without templates.\n- Mini-documentary, timelapse and more coming after voting ends. I recorded everything.\n\n![kaoamaru-camera.gif](\/\/\/raw\/e6f\/d\/z\/31ca0.gif)\n\n# What went right\n- **The theme and the idea**. Idea and concept came fast in my mind. In previous Jams I would waste more than 5 hours frustrated with the theme. Not this time.\n- The main creature (Kaiju) concept.\n- The process of **modeling, texturing, rigging and animating the Kaiju in Blender was my favorite part** of working in this Ludum Dare. I turned out exactly the way I wanted and I couldn't stop looking at it and playing around with the rig.\n- The **art style overall, PS1 \/ Half-Life like**.\n- **Intro animation** and scripted camera.\n- Staying healthy (I slept early and woke up at 5:00am during all the 3 days of the Jam).\n- **Mood and atmosphere turned out great**.\n- Using Godot, because of how lightweight it is, but mostly specially, due to the AnimationPlayer.\n\t- Controversly, using Godot was also a con. Unity Cinemachine would fit this project better. See below.\n- Downloading some [VSTs](https:\/\/en.wikipedia.org\/wiki\/Virtual_Studio_Technology) to play around in LMMS was a good choice, because with just little experiexperience in music making I managed to create the atmospheric music that I had in mind.\n\n![kaoamaru_godot_screenshot.png](\/\/\/raw\/e6f\/d\/z\/31c7f.png)\n\n## Lore Facts\n- The name Kaoamaru came when I was making the meditation sounds, and then I kept repeating KAOA KAOA KAOA in my mind and I liked the rythm. Kaoamaru doesn't mean anything in real-life, afaik.\n- In the meditation scene, the monks are saying the Buddhist Hearth Sutra, plus 2 phrases I created and plus KAOAMARU (which I enviosioned in tribal voices, but I failed to replicate that in LMMS, so I used a Choir Synth for the voice).\n- I wrote around 100 lines of lore and story.\n\n![kaijubones.jpg](\/\/\/raw\/e6f\/d\/z\/31caf.jpg)\n_That's a lot of bones for a game jam_\n\n# What went wrong\n## Little to no gameplay\nI planned 3 gameplay mechanics and stages, but **I spent 1 full day doing the 3D art** and **the other day moving the camera** and scripting the intro and ending animations.\n\nWhen I finished those items, there wasn't time left for the gameplay, ironically. So I prefered to do the music and pack the project, and consider it a _short and dark narrative_.\n\nEven **the art for the gameplay mechanics is done, but again, I focused too much time on the art**. For example, **there is a human model, fully rigged and animated that I made**, but didn't use for lack of time. Also more island types such as factory, war, city, etc., which fit perfectly the lore, but I could put they in.\n\nAt least I love the final atmosphere in it, due to the mood of the art and music :)\n\n## Multiple endings stayed only on paper\nDue to the previous items, I didn't manage to implement the multiple **six endings** that I planned. Plus an easter egg.\n\n## Tool hurdles and annoyances\n- **Moving and rotating a camera in the Godot viewport** to create scripted camera events and animations is a **pain in the ass**. Since the game has a lot of scripted camera action, this was my biggest struggle in the project, fighting with positioning the camera. Godot needs a way to control to camera like Blender, where you navigate in 1st person view and move with WASD (_fly mode_ and _walk mode_).  I **spent hours on this**.\n\t- I found this old Github issue: https:\/\/github.com\/godotengine\/godot\/issues\/53 but nothing else is mentioned.\n\nThis is the thing: move the camera **object itself** and update its translate attributes:\n![camerapreview.jpg](\/\/\/raw\/e6f\/d\/z\/31d0a.jpg)\n\n### Update: it is actually possible.\n**Align Transform With View** does that. Thanks R\u00e9mi (Godot project manager) for the tip!\nhttps:\/\/twitter.com\/Akien\/status\/1252559116029091842\n\n- When exporting to glTF 2.0 in Blender, the NLA Stack \/ Animation Actions get bugged and **animations get lost when you have more than two animations**. \n\n# What I need to learn more and improve\n- Godot tweening, easing, fade in and fade out.\n- Better godot music and sound management and playback. Load music by code.\n- Godot load and deal with resources dynamically: https:\/\/docs.godotengine.org\/en\/latest\/getting_started\/step_by_step\/resources.html.\n- Blender NLA Stack, the correct usage of Action Stash and Push Down.\n- Music and sound production, well, everything about it. Although I made multiple musics for the game, I kind of had no idea of what I was doing. As of this writing, it's been only 10 days since I started studying music and DAW software.\n\n# What I plan to do next time\n- Try to create a game with actual gameplay, think about something simpler\n- Colaborate with someone else\n\n# Play and rate!\nhttps:\/\/ldjam.com\/events\/ludum-dare\/46\/kaoamaru-kaiju\n\nI'm playing, rating and commenting on everyone game's that also do the same for me :)","title":"Kaoamaru - A dark atmospheric narrative PS1-like - Post Mortem","wayback_source":[]}