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Published: 2015-03-24 16:24:08 +0000 UTC; Views: 5752; Favourites: 115; Downloads: 28
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CLICK HERE TO WATCH THIS IN 1080p60! THAT IS IN ITS INTENDED FRAME RATE!After sporadically working on this since October I am here to present to you the concept of a fictional game named "Daisy's Quest".
What started out with a single run cycle turned into something that kind of ran out of hand; something that almost looks like it comes from a fully functional video game. As a matter of fact, my buddy OllaClenis expressed interest in plopping the assets into Unity to see if he can work something out. Who knows. But for now I just compiled all the assets in After Effects and it's functional enough for this basic presentation.
I already explained a bunch of things in the actual video, since I didn't really feel like going crazy on the sound design and having a video with just music would be kind of awkward. What prompted all this was a the desire to make a new version of this run cycle.
You can also see some additional concept art in the following sketch dumps, which includes new poses, drawings of Rosalina and Wario, and the game's antagonists; the Koopalings.
Β
If you have any questions, please don't hesitate to ask me. The music is "Remix: Super Mario Land " by megalorganiste . Please give him a visit.
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Comments: 52
KStarboy [2015-12-03 19:00:28 +0000 UTC]
I'm like inspired on your animation work...
May i ask how did u manage to animate your character, Daisy (I know its not urs)
But how did u do?
What program?
Coz I'm really up on taking animation!
Thanks
~Kaream
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TheArtrix In reply to KStarboy [2015-12-04 14:01:53 +0000 UTC]
Before you even begin, be aware that animation is a very time consuming and meticulous process. Even with all the tools at our disposal, there is no simple "make animation" button. Also, there is no "correct" way to animate; you'll have to find a method that suits you best.
Anyways. For this animation I used a Photoshop/After Effects workflow. The drawings and layering is done in Photoshop, and then imported into After Effects where I can animate the layers. A few basic things you need to know are;
- You need to draw everything; if you draw something that you intent to animate, you need to make sure that everything is visible, including the part of that arm that was initially hidden.
- More layers means more animation possibilities, but it can also make you lose track of what you are doing. Only make layers for things you intent to animate.
- The parent/child mechanic in After Effects is crucial to know if you intent to animate in it. Adobe Animate (formerly Flash) doesn't have this.
- Set the pivot points in After Effects before you start doing anything.
- My basic workflow is to start with the "beat" first and then work my way as I animate other layers accordingly. For instance, animate the torso first, then the legs, all the way up to something as small as ear rings.
There's a lot, lot more to animation that that, but look up these things and just practice, practice, practice.
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KStarboy In reply to TheArtrix [2015-12-06 20:26:19 +0000 UTC]
ThanksΒ Β
I'm just going to do lots of drawing layers and hopefully find a way to connect them together...
It will be a tester but i guess i manage it
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KStarboy In reply to TheArtrix [2015-12-06 17:08:02 +0000 UTC]
Ooooh sounds challenging but I'm up for it
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WarpStarFox [2015-08-01 07:40:49 +0000 UTC]
Just wondering. Are you actually making this a game or just a little thing yoi whipped up
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TheArtrix In reply to WarpStarFox [2015-10-26 12:40:01 +0000 UTC]
For the time being, it's just a concept, but I'm going to make more of them and see if I can team up with a programmer to make this a thing.
But I'm not in much of a rush.
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No-36 [2015-04-06 05:24:02 +0000 UTC]
you can easily land a good job at nintendo with this, especialy right now that the company FINALLY is going t develope for mobile games
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TheArtrix In reply to No-36 [2015-04-08 11:28:12 +0000 UTC]
I'd love to develop a game with Nintendo but I don't think it's very interested in anything Mario that has Miyamoto's explicit approval.
It's still to be seen how they are going to handle the smartphone games. From what I gather it is going to be outsourced but the games aren't strictly "core" games, just appetizers to get people to buy Nintendo hardware.
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MisterLumpy [2015-03-28 14:48:03 +0000 UTC]
Hey, not sure if someone already told you, but Siliconera got wind of this and made a post about it:
www.siliconera.com/2015/03/27/β¦
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TheArtrix In reply to MisterLumpy [2015-03-30 10:28:36 +0000 UTC]
Thank you for the notification. I did notice that link when there was a sudden traffic spike (Google is evil, but I sure do like Google Analytics).
It was also featured on a bunch of other gaming sites. People seem to like it or the gaming press is really grasping for anything even remotely related to gaming.
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MisterLumpy In reply to TheArtrix [2015-03-30 22:34:28 +0000 UTC]
There is a distinct Second-Tier-Princess-Wielding-Bludgeoning-Object void in the world today, you are merely following destiny and filling it.
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WarioSuperstar [2015-03-25 23:35:34 +0000 UTC]
I am really, really impressed by this. Ever since Rosalina became playable is Smash Bros. and 3D World, a lot more people started demanding for more important roles for Daisy. People usually come up ideas for games, but they never really impressed me. They are usually centredΒ solelyΒ around sports, because Daisy happens to appear a lot in Mario sports games. I really don't think that sports define Daisy as a character.
Your ideas and animations, however, does put emphasis on Daisy's character, and it really shines. What you present us here, is a princess unlike the others. Daisy doesn't need to be saved, but saves everyone else. She is the princess who doesn't mind getting into action, doesn't care that her dress gets dirty and doesn't always want to be polite. Personality is exactly what a Daisy game needs and it looks really fun. The baseball bat, of course, still is a reference to sports games, but since the animation put's emphasis on Daisy's character, it doesn't bother me at all. In fact, the baseball bat is probably a fun weapon to use. She could use it to knock enemies into each other. It's silly in a very good way.
The Rayman-esque style works here really well too. It's not too clean and it only adds to the presentation of the game. It also reminds me a little bit of "Wario Land: The Shake Dimension". The styles don't really look similar, but they somehow do feel a bit similar to me. Speaking about Wario Land, I think that a gameplay similar to Wario Land would fit the Daisy game well. It's kind of rough and wacky, unlike your usual Mario game. Now that I think about it, Wario and Daisy both made their first appearances in Mario Land games, the wacky Mario games. The similarities I think I recognise may not be too far-fetched.
Even though this animation doesn't show a lot of game, it does show a lot of potential. It makes me sad that Nintendo didn't come up with this, because this probably never will be a full game.
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TheArtrix In reply to WarioSuperstar [2015-03-30 10:48:08 +0000 UTC]
First of all, thank you for the effort-post, it is appreciated.
I do agree that sports, while an important aspect to Daisy's character, does not define her. The sports aspect is more of a consequence of her character, which is to say, she seems to have a very hand-on and energetic approach to life. The games seem to suggest that she is extraordinarily wealthy (maybe even more than Peach) and it might be why she constantly seeks out the next thrill, a new exciting thing to do, something absent in her otherwise boring life as head of state. Daisy is content being a princess, but she wants to have fun, goddammit.
And yes, the fun thing about Daisy, and by extension, Wario and Waluigi, not being part of the "proper canon" of Mario games is that it sets them free to do try new and daring things without "tainting" the mainline games. Of course, care needs to be taken to make it not "too weird", but it is a chance to experiment with the overall presentation and mechanics, and plenty of characters and mechanics from there "weird games" have found their way into the main games.
Yea, it's extremely unlikely that this is ever going to be a full fledged game, but it's fun to experiment with games like this. It certainly beats just fantasizing and having nothing to show for it.
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BurningResurrection [2015-03-25 18:53:00 +0000 UTC]
this is so awesome
now for it to become a game...
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Furboz [2015-03-25 08:04:18 +0000 UTC]
I'm totally Ok With this!!
I would love to see a game like this from my Favorite Princess!!
Just the concept gives me chills!!
Thank you my dear friend!! As A Fan I Really appreciate this!
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TheArtrix In reply to Furboz [2015-03-25 13:59:16 +0000 UTC]
Figured you'd like something like this.
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Furboz In reply to TheArtrix [2015-03-26 08:46:54 +0000 UTC]
Of course I would... I still love Daisy.... Thats why I'm drawing the comic again...
Have you read the last pages?
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TheArtrix In reply to Furboz [2015-03-26 11:15:07 +0000 UTC]
Not sure, I have kept up with it somewhat, and I think the last page I saw was when Daisy was getting kidnapped, because mistake.
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Furboz In reply to TheArtrix [2015-03-26 14:41:50 +0000 UTC]
There are 3 more pages after that...
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MisterLumpy [2015-03-25 03:13:34 +0000 UTC]
Not getting to see her use that bat is like Poochy driving away from the fireworks factory.
You shameless tease, you.
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TheArtrix In reply to MisterLumpy [2015-03-25 13:58:41 +0000 UTC]
Hehe, unintended tease is unintended.
The game would rely heavily on brute force and smashing things around. One of the things I liked in Rayman Origins/Legends is that you can slap around your team mates, and that game still works better in local multiplayer than New Super Mario U.
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MisterLumpy In reply to TheArtrix [2015-03-25 21:57:00 +0000 UTC]
Of course, everyone would have to also borrow Rayman's physics-defying, eyeball-popping expressions for whenever they get smacked upside the head. Oh, and the whole "infinite lives" thing to take the edge off being killed by your comrades for their amusement.
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TheArtrix In reply to MisterLumpy [2015-03-25 23:08:15 +0000 UTC]
Lives have been rendered to the brink of irrelevancy in recent Mario games. Any decent player can find the exploits to farm hundreds of them and a game over is more of an annoyance than something that means anything.
And yes, off-model facial expressions are best expressions.
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MonsterMan25 [2015-03-25 00:46:08 +0000 UTC]
oh man, I hope this gets done, me and my best friend (who's a daisy FANATIC) would play the hell out of this!
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PortalMasterDan64 In reply to MonsterMan25 [2015-03-25 19:34:04 +0000 UTC]
I'm said fanatic, by the way
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Sekele [2015-03-24 18:23:10 +0000 UTC]
all those months of work finally paid out for you
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TheArtrix In reply to Sekele [2015-03-24 21:05:15 +0000 UTC]
Well, the past month for sure, since I think I dropped it around Christmas. But yes, it's nice to see it all come together.
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Sekele In reply to TheArtrix [2015-03-24 21:25:00 +0000 UTC]
was worth it, alto I'd love to see someone actually turning this into a gameΒ
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WhatsIt-ToYou [2015-03-24 18:21:28 +0000 UTC]
Hm.Β Well, that's interesting, I'd definitely give it a cursory glance if I heard Nintendo trying to pitch it, but if you intend this to be a serious game concept, there are a few things I'm concerned about.
For one, compare the speed of that walk to that of the runβby comparison, very, very slow.Β Assuming that the hypothetical game would be a Mario spinoff (Action platformer with beat'em'up elements, because baseball bat), I'm having a hard time coming up with a situation where the player would want to walk that slow.Β If the game was controlled by analog movement (i.e. using control sticks instead of buttons to move), one or two inbetween animations for walking and running would probably be necessary.Β Smash Bros.'s differentiation between their walking, running, and dashing animations would probably prove a helpful reference.
And the bat might need a couple more moves than just a simple swing.Β By diversifying the players' methods in approaching enemies, you can create different enemy AIs and produce a more engaging and challenging game overall (One of the flaws of many beat'em'ups, I find, is that most enemy AI boils down to "run at player" -> "get hit" -> "repeat until dead").Β
I know this was more of an animation project than anything, but I wanted to look at it as a game concept, as it was described.
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TheArtrix In reply to WhatsIt-ToYou [2015-03-24 21:04:30 +0000 UTC]
These sorts of comments are very appreciated.
You are correct this was mostly just an animation project but I did put some thought into the actual controls of this hypothetical game (considering the amount of time I spent just animating, this isn't much of a stretch). I was thinking more along the lines of a fairly standard Mario platformer, but one that plays slightly differently and one that does have an element of a beat-'em-up in it. A defining characteristic of Daisy would be that she utilizes brute force, with a feminine touch, of course. I only animated one attack move but yes, the bat swing definitely needs more animations. One option is for her to have a move-set similar to Rayman Origins, in which she has two or three quick swings and then the one you see in this animation, or one stronger swing that needs a bit of charging. There are a lot of possibilities with this, I think, like the need to knock out enemies and then using them to knock them towards other (stronger) enemies. Enemies one can simply jump on, those that need to be hit by other enemies, item boxes that can only be slammed open, that sort of thing. Also, since I think casting Rosalina as the "guide that bores Daisy to death" is a pretty funny idea, having her there levitating a Luma-shaped pinata would fit pretty well in this context (and the pinata is filled with items, of course).
The running speed in this animation is not much of an indication of how fast she would actually move. Animating the level around Daisy (which is just an infinite loop, but still) was a fairly tedious task and I would assume it's much easier to tweak it in an actual game engine. I do think an analog movement set would work better, given that the run cycle can be sped up, but I do agree that she's in need of a "gotta-go-fast" animation when she reaches top speed. Finding that balance between speed and platforming is pretty difficult, I would say that Mario games are typically more about the latter, but giving the bat mechanic, I'm sure it's possible to find a good balance.
Once again, thank you for the feedback. I know we're looking at this from a slightly different angle, but I suppose that's one of the great aspects of game development (even though there is no game but I digress).
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ZeFrenchM [2015-03-24 17:12:46 +0000 UTC]
This is really nice to see our fave yellow princess in such animation. On my side, I'm doing one too in 3D !
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TheArtrix In reply to ZeFrenchM [2015-03-24 17:27:10 +0000 UTC]
Source Film Maker, eh?
*** TheArtrix checks your gallery.
Yup, Source Film Maker. I've seen some impressive shit made in SFM, but it's always kind of a shame when artists use existing models. But hey, it's a great tool and apparently not too hard to use.
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ZeFrenchM In reply to TheArtrix [2015-03-24 17:29:46 +0000 UTC]
it looks hard as first approach, but once you master the basic, it's fun to do !
I will note you, i have some on my Stash.
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SuperSegaSonicSS [2015-03-24 16:37:20 +0000 UTC]
This is honestly nice. Good luck if you decide to finish it.
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TheArtrix In reply to SuperSegaSonicSS [2015-03-24 17:06:46 +0000 UTC]
Probably not; when I consider the insane amount of work is needed to give her the full movement set, and the additional work of actually creating levels and enemies, and that Nintendo is right around the corner with a potential cease and desist, it's just not worth the effort.
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MonsterMan25 In reply to TheArtrix [2015-03-25 00:45:27 +0000 UTC]
actually, nintendo gives us public use of their icons, they said so themselves!
I'd find the article they said it, but I remember specifically that nintendo allows this kind of stuff
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TheArtrix In reply to MonsterMan25 [2015-03-25 13:38:41 +0000 UTC]
It's still tricky, though. Yes, generally, Nintendo has been fairly lenient on fan art, given how mainstream their franchises are and how universally their characters are recognized as Nintendo characters. Still, if I were go go through with this and the game turns out to be actually good, or worse, better than the official product, Nintendo would be legally obliged to defendΒ their trade mark.
But I already got two offers to have the assets used in an actual game engine. It's all about toying around and nothing too serious. But having someting that's actually playable isn't that unlikely at this point.
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MonsterMan25 In reply to TheArtrix [2015-03-25 16:04:49 +0000 UTC]
well I think its harmless if its free, if you're gonna do this to sell to people THEN that's a problem, other than that, I think you're in the clear
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TheArtrix In reply to MonsterMan25 [2015-03-25 19:45:11 +0000 UTC]
You are probably confusing copyright law with trade mark law.
This isn't about making money or the right to copy something, but about one's brand. A company needs to protect its brand in order to keep it exclusively to them. This is why Nintendo can be fine with people using their assets as long as it doesn't pose a threat to their brand.
But before we go back and forth arguing about the legalities, the primary reason I listed is that it would be a lot of work that I can not do by myself. If this were to become an actual thing, I'd need a team of dedicated people that are good at what they do and willing to stick around, which is much easier said than done.
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MonsterMan25 In reply to TheArtrix [2015-03-25 20:18:27 +0000 UTC]
ohhhhh I gotcha, sorry about that, you're right I got confused
well hopefully this catches wind to some programmers on the net and they decide to lend a hand we'll have to wait and see
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SuperSegaSonicSS In reply to TheArtrix [2015-03-24 18:56:08 +0000 UTC]
Understandable. Well, good job with what you were about to do here regardless.Β Your stuff looksΒ cool.
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TheArtrix In reply to Erknen [2015-03-24 16:28:42 +0000 UTC]
It's still processing. I should be up in about half hour at most.
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TheArtrix In reply to Erknen [2015-03-24 17:10:52 +0000 UTC]
It's up on YouTube now in its full 180p60 glory.
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