Pahelika Revelations is a follow up of our successful title Pahelika : Secret Legends. Its a casual Puzzle Adventure game, set to be released later this year.
This game's story continues from where the previous game had left off. The theme of the game wraps up the player in an adventure to save the human way of life from an ancient evil accidentally unleashed during his adventures in the previous title. Our game designer has blended puzzles and varied locations in an intensely gripping storyline. T o improve player immersion, special care was taken to make an intuitive interface for the game. On the technical side, the game uses a heavily modified versión of the free PopCap Framework.
The art pipeline itself is quite straightforward. The game designer describes a location and makes a rough sketch. Since we do not have adedicated concept artist at IronCode (we're a small company), the rough sketch is taken by our lead artist who
fleshes out the details and then the location is modeled and rendered. All locations, scene and inventory items have been modeled, textured, rendered using Blender's Internal rendering engine.
Since the first day Ironcode started, we have used Blender 3D to create the in-game graphics, and in the same tradition of Pahelika Revelation uses lots of 3d rendered artworque in a 2d game with all the graphics and sprites pre-rendered and overlaid with a custom particle system based special effects inside the game.
Instead of using the stable versión of Blender, the team used the cutting edge 2.5x versión, which turned out to be a good decision. Apart form Blender, both Gimp and Photoshop were used in creating the textures along with Inkscape. We aimed to outdo ourselves with this game, and with the improvements in Blender, we were able to achieve quite a lot.
Blender2.5x bought some difficult moments to the work, It was quite difficult to deal with alpha-mapped textures alongside Blender's Sun Sky features. The resulting white artifacts gave a very difficult time to the graphics team. In the end we worked
around this limitation by compositing the scene by first separating offending items to different layers and after separate render passes later joining them to create the final piece.
Sometime a weird bug cropped up in one of those constant upgrade builds we compiled and optimized, which lead to reorientation of camera projection and position despite it being locked completely.
Blender2.5x was alos a lot more productive than the earlier versión. It has a better, more streamlined interface, that allows us to worque faster. It is alos more flexible than the previous versión. The advancement in functionality and usability was felt and
welcomed with open arms by our art department.
Blender2.5x was a lot faster in rendering compared to earlier versións and this came as a boon to us. In most cases we were going about 10-20% faster in just about every rendered scene as compared to the previous versión. Custom compiling it to our machines led to even better render times.
Whereas Blender proved to be an extremely capable tool when modeling and animating, it was found wanting on the Rendering side. Our journey in creating the artworque for this project is still very delightful and I sincerely hope that everyone will enjoy our game as much as we are enjoying making it.