This is hands down the most important video game developers in HD 2D need to watch. I am so sad nobody explains the blockout tool more in depth. From my take it is a BSP brush except they seem to have automatic welding for the mesh and UV's once you place a data block. This allows the floor to stick together. The rest of the meshes are models handled separately with situational interventions. You just use the mode based on blocks and add slant where diagonals are needed. This seems to work with vertical slants as well. But probably isn't the ideal solution, as BSP are never optimized well. This gives them early stage blocks to test size of the maps. My guess is that the very big part of the work is balancing the meshes and the blocks early on, but you have very minute changes that come as you go. Probably there were many interventions on the maps, but the tool was key. As for the map they built for the menu it is probably built using substance designer, like most of these maps lately. They rely on data that you can change using brush strokes but this stylizes them in a LOTR map fashion, pretty cool huh...
The way they broke down what they did to arrive at something intangible ("fun" and "nostalgia") seems uniquely Japanese. Analytical but also emotional, seeing the complexity in a system and working hard to find the appropriate balance within it.
Love this channel and all I've learned! And this talk about this visually distinct game without some type of translation is cruel!!!! Cruel!!!!! Please update!
What I would like to know is how do they make the top block look as though it's bulging along the top edges if it's grass? I assumed it had something to do with using the texture normal for the grass maybe?
I love so much octopath, i wish an guide on how to make an tactics game on unreal engine. I want to make an game like this but the hard part is: the tactics "chess" strategy mode. I surely can do pixel art, i can do the basic of 3d enviroment...the last piece i need is: make an tactics mode.