Jump to content
  • Advertisement

Project: Project Taival

Dev Diary #004

ProjectTaival

798 views

Hi, and welcome to another Dev Diary!

 

Unfortunately the TimeLapse video is a little bit late. I'm currently rendering it and the final render will be ready around midnight today (UTC +2) and it depends on the connection quality how long it will take to upload it to YouTube (plus how long YouTube will take to process the video). I estimate that the video will be up in 4 hours after publishing this devdiary.

 

While we are waiting...

 

i88dvylwr7d21.png

The model for Front doors, is almost ready. Eye hole and mail slot are still missing.

 

There is not much updates on the modeling it self, as I have been busy tackling the technicalities of video processing with VirtualDub2 (more info below). But I managed to record one video more, while making this model for the front doors and hinges for them. After the front door, I'll be tackling the room doors, windows and the door to sauna.

 

Editing an Edition of an Edition.

 

Since I have been experimenting with the video encoding tools while searching for a good, lossless way to edit my videos, there has been a lot of editing being going on on the first #time-lapse video. First, I have been looking for all the different kinds of plugins that are useful or essential for making a time-lapse video. The quality and success of these tryouts have varied much and I'm quite certain that I might have found the ideal combination for lossless editing, partly without a GUI.

 

Thus far, My toolbox for video editing includes;

VirtualDub2

FFMPEG

AviSynth+

MKVtoolnix

OBS Studio

 

I'm also planning to release a clip of the original cut, that is a 20 minute long video (that I first planned to release) and make a Poll on what you like more, the faster paced release and shorter version, or the smoother but still quite fast paced video. Also, would it be better to release one big video with multiple songs, or measure the video lengths for the duration of the songs? I'll upload sample videos as soon as possible.

 

The Music Pics.

 

As music for the videos, I chose game music remixes - maybe not the best kind of music for everyone, but it fits the theme - a gamer making a game for gamer's, who are waiting for the final product while watching a time-lapse of me making assets for the game and listening to game remix music. Gamy stuff.

 

The songs are free to use for anyone, as long as the "Terms of Use" is being followed. So you can head over to the OCRemix website to see if your favorite game might have a remix for it and feel the nostalgia with these songs.

 

The pics for the first video are (in order);

Sonic the Hedgehog "Gotta Start from Somewhere"

Teenage Mutant Ninja Turtles IV: Turtles in Time "Subterranean Kamikaze"

Mega Man 3 "The Passing of the Blue Crown"

 

I still plan on making my own music for the teaser of the Project Taival and several other videos in the future, but I can't promise a release date for those still. What i can promise though, is that I'm learning something every day, that helps this project to go forward.

 

Thank you for tuning in again and I'll see you again on the next weeks Dev Diary!

 

Update:
The prediction for the video completion seem to be way off - after 30 minutes my computer chocked and is now processing 22 frames per minute. For some reason, the timelapse video is the culprit, but not the newly made intro and ending parts.
 
Update 2;
There was several problems still with the encoding process;
1; The Adobe After Effect couldn't render the video in lossless quality, as the output video got stuck in a loop, probably due to low amount of RAM (8gb of RAM).
 
2; Even another program couldn't handle the whole film for some reason, even when it wasn't a RAM related problem with this particular software (VirtualDub2). Only after I first put together the first and second parts of the video, I could add the third part in and thus it took more time to process This is also why I think it wasn't because of the RAM this time - the frame count and quality didn't change.
 
Currently I have managed to put together the whole video and the final pass is running as I'm writing this. If all goes well, the video should be up and running on the Project Taival -YouTube channel by tomorrow evening (30th of January).
 
Lesson learned;
Always double your initial estimation for when the work is going to be complete, as you never know if something goes wrong.
 
Update 3;
 
Both time-lapse videos are up, the faster 10 minute video with intro and ending and the comparison clip from the 20 minute video.
clip form the 20 minute video; https://youtu.be/rxeL9SQqHWU

Which one has a better pace in your opinion? Should the pace be even slower? Feel free to leave some feedback.



0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By horror_man
      Hello, I'm currently searching for additional talented and passionate members for our team that's creating a small horror game.
       
      About the game: The game would be a small sci-fi/post-apocalyptic survival horror 3D game with FPS (First person shooter) mechanics and an original setting and story based in a book (which I'm writing) scene, where a group of prisoners are left behind in an abandoned underground facility. It would play similar to Dead Space combined with Penumbra and SCP: Secret Laboratory, with the option of playing solo or multiplayer.
       
      Engine that'd be used to create the game: Unity
       
      About me: I'm a music composer with 4 years of experience and I'm fairly new in this game development world, and I'm currently leading the team that'd be creating this beautiful and horrifying game. I decided that making the book which I'm writing into a game would be really cool, and I got more motivated about doing so some time ago when I got a bunch of expensive Unity assets for a very low price. However, I researched about how to do things right in game development so I reduced the scope of it as much as I could so that's why this game is really based in a scene of the book and not the entire thing. Also I'm currently learning how to use Unity and learning how to program.
       
      Our team right now consists of: Me (Game Designer, Creator, Music Composer, Writer), 4 3D Modelers, 2 Game Programmers, 1 Sound Effect Designer, 1 Concept Artist, 1 3D Animator and 1 Community Manager.
       
      Who am I looking for: We are looking for a talented and passionate programmer that's experienced with Unity and C#.
      Right now the game is in mid-early development and you can see more information about it and follow our progress in our game jolt page here: https://gamejolt.com/games/devilspunishment/391190 . We expect to finish some sort of prototype in 3 months from now.
       
      This is a contract rev-share position
       
      If you are interested in joining, contributing or have questions about the project then let's talk. You can message me in Discord: world_creator#9524
    • By RoKabium Games
      A message from the Aliens for this week's #screenshotsaturday.
      Happy Easter to all!
      If you're looking for something to do, why not join our Alpha testing?
      Check it out at this link: http://bit.ly/sama-testing
    • By RoKabium Games
      ALPHA TESTERS WANTED! Our PC game "Something Ate My Alien" is starting public testing today! If you would like to test our game, contact us or visit the link below: SAMA forums: http://bit.ly/sama-testing
    • By intenscia
      mod.io is an open platform for hosting mods created by the team behind ModDB.com and IndieDB.com. It can be integrated in-game using the  REST API, C/C++ SDK or engine plugins (if available) Unity is ready and Unreal Engine is in development.
      Features include:
      Platform agnostic (support 1 click mod installs on Steam, Epic Games Store, Discord, GOG, itch.io and even consoles in the future) Clientless (mod.io has no other dependencies and works behind the scenes in your game) Embeddable web app UI, so you can integrate your mod community anywhere Powerful search, filtering and tagging of mods Moderation and reporting systems built-in Steps to getting mod.io integrated:
      Add your game to our test environment or production Read our API documentation for an overview of how mod.io works Choose an Engine Plugin, API or SDK to integrate mod.io into your game and mod making tools Ready to launch? Add your game to our production environment then let's discuss promoting your release Need help? Our team is available on Discord to assist and our getting started guide has more information for you  
       
      Benefits of using mod.io:
      mod.io offers the same core functionality as Steamworks Workshop (1 click mod installs in-game), plus mod hosting, moderation and all of the critical pieces needed. Where we differ is our approach to modding and the flexibility a REST API offers. For example: 
      Our API is not dependent on a client or SDK, allowing you to run mod.io in many places such as your homepage and launchers Designing a good mod browsing UI is hard, our plugins ship with a UI built in to save you a lot of effort and help your mods stand out We don’t apply rules globally, so if you want to enable patronage, sales or other experimental features, reach out to discuss Our platform is built by the super experienced ModDB.com team and is continually improving for your benefit Your community can consume the mod.io API to build modding fan sites or discord bots if they want Large studios and publishers:
      A private white label option is available to license, if you want a fully featured mod-platform that you can control and host in-house. Contact us to discuss.
      Find out more:
      Visit mod.io | About us | Add your game | Chat on Discord
      These screenshots are from our Unity plugin:




×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!