Bionichute wrote:That's nice to hear! When do you think the website will be up?
Like I said, hopefully within the next few months.
Earth Gwee wrote:I just got done listening to your song "They Speak of a Hero" with the vocals. Just wonderful, man. I can't begin to describe how unbelievable it is, along with everything else you've done so far.
Thanks! As time passes and my skill level ups itself, I feel the need to remake things, so expect a remake of that track popping up in but a few years when the game is further along.
Earth Gwee wrote:On a side note, out of curiosity, if you're still looking for voice actors, would I be able to audition for a role?
Perhaps. I've currently cut all the voice acting positions, as I was almost literally giving them away a couple years back; I won't need to seek them until much later on, as voice acting and cutscene creation are some of the last things needed in game design. The only voice actors I will for certain be keeping are
myself as Rayman, Dark Rayman, the Magician, Rhook, and a variety of other characters,
Rayfist as Bzzit, and
Eshap as Raven. Rayfist and Eshap truly have the perfect voices for their designated parts, and they've since become very close friends of mine, so there's virtually no chance that their ties to their respective roles will be severed.
if you're still interested though, I'd gladly accept all auditions when the time is right. It'll certainly be nice to have some older members apply if they like (I'm referring to people in their mid-20's at that point), as most of the auditions received back then were from young members barely in their teens, and suffice to say it wasn't very good; it was partly due to my immaturity back then as well; I wasn't able to attract a better audience.
Shrooblord wrote:I know I ask this a lot from time to time, but that's just because I'm interested: how is progress coming along? Have you a finished level yet, or are you working on a more global scale fixing this and that game-wide? Any new soundtracks coming up soon?
I bet we're all dying for another sneak-a-peek into your beautiful art, too.

We're currently working on creating an immense amount of Dream Forest assets - since March, we've been redoing all our assets from scratch, spending much more time giving detail to every single object, and our pipeline is much more secured this time around: I create a relatively low-poly and symmetrical model, I send it over to Spanex who then hand-paints a texture for it and UV-maps said texture to the model. I then receive the model and further stylise it and add in much more detail, export it, fuck with the material under various different lighting settings to find an optimal balance, and we then have our finished asset. Due to a lack of personal space at home causing me to not be able to enjoy the now moderate amount of free time that I do have, my motivation to create these assets is minimal and uninspired, and I'm not getting much more than one model done every week or two, which is kind of embarrassing - I want to get
at least three or four done per-week. That way Spanex will never be waiting for the next model, and a greater bond over the project will likely occur, resulting in both an escalated quality speed of production.
Plejadenwolf wrote:I think it's good that we don't know everything about all the characters and enemies in the game. In fact it would be more awesome to not know about the content at all until you play it but this wouldn't work at all, because you couldn't share ideas. And I always like when some unresolved myths of the Rayman universe been left unanswered or just merely touched.
Aye, mystery is certainly a big part of this for me, but I do plan on explaining things for the sake of making sense. In regards to actual mystery, there will be subtle hints towards certain things, but those thing will likely remain unconfirmed and left up to the viewer's interpretation… unless I decide to reveal the truth somehow at some point.
By the way, you speak my language, Wolfy. The rest of your post I found very inspiring to read, and is a cause for modelling-motivation.
Plejadenwolf wrote:What I very much like is the idea of the Temporal Palace. I was always interested in constructions like tesseracts, pentachorons and hypercubes in general (https://en.wikipedia.org/wiki/12-cube#Graphs and https://en.wikipedia.org/wiki/5-cell ).
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It would show that Rayman is not one of the most powerful beings but more or less an involuntary hero in a greater universe full of magical beings and things. There could also be some bittersweet stories about the time and how time influences the life of all beings. Because neither Rayman nor a human player could really see but only imagine this (let's call it simply the "fourth") dimension, there could be some symbols (the famous hourglass) or baroque-like allegories (Titian's Allegory of Prudence for example), riddles and all that kind of stuff. To see the all events happening in time all together on a big screen, just to notice that all events (life, death) just gathers together in time like there one and that everything is just a little spark in something which is just so much bigger, that someone cannot even imagine it. Mare Saeculum, the ocean of time.
Optical illusions (M.C. Escher style, surreal like Salvador Dali, Anamorphosis: https://en.wikipedia.org/wiki/Anamorphosis or here: https://en.wikipedia.org/wiki/Optical_illusion) can also show the weirdness of time from our limited perception. I know that this is some serious stuff I mentioned but I think there is much to get out from this interesting topic, especially for a magical universe like Rayman's world.
Absolutely, every single word you've typed combines to form what I'm aiming for. One thing is for sure, the Temporal Palace will hopefully be one of the most visually and mentally thought-provoking things to have ever been in a video game. It is a passageway that threads not only between all our minds and our subconscious, its motive is based off the same extraordinarily basic principle that applies to every concept, and it is limitless. Imagine Disney's Fantasia, a story directly transcribed from the inner-workings of our imagination when we hear the pieces being performed. This Palace is similar in a way, but my indescribable goal is to have it be a place that, no matter what you're feeling, will be a transcription of your present subconscious.
Plejadenwolf wrote:Ah, and the idea of Fort Night seems a great one to me. A last resistance against the Darklanders, a place between the magical bright light of the Glade of Dreams and the Darklands appearing to be something like the end of the world. A last resting place before the unknown Darklands (reminds me a bit to the End of the World from Kingdom Hearts), where one can see some surely nice crossings between the transforming Darklands and the border to the Glade of Dreams. I think such border regions can sometimes be an artistically and atmospheric highlight (in between all the other highlights) because it's neither really part of the Darklands nor the Dream of Glades. But yeah, these are just some thoughts from me.

Heeh, indeed. As you progress, the feeling of desperation increases quite drastically. At the beginning, you feel as if the enemy is a small party and you have the whole world backing you up. About a third-way through the game you'll begin to realise that the enemy is a serious, menacing threat, and by the end, you're basically a lone warrior wandering through the ashcloud of a global extinction - that's completely figurative, of course.
Plejadenwolf wrote:The last screenshots with the menhir rocks and the mushrooms look fantastic, good job!
Thanks!