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thanks a lot for your feedback ! yeah whistle sounded like a nice addition in order to control team from far away, testing would be quite a pain otherwise, glad players likes it too !

about the art pipeline, we modelized everything (all assets were made during game jam time frame) into blender, then the idea was to rig and animate models to export a spritesheet then draw on top of it to have a hand made style, but it already took a lot of time to modelize and animate stuff, so we went full 3D and rendered assets from blender, imported into aseprite, added a white outline for interactable elements and exported as sprite (webp for better perf / compression) and spritesheets

at the end I realized I could gain some perfs using sprites atlases (did it for trees / grass variants)

was quite a challenge and rush but somehow got a satisfying game  🙏

I really enjoyed the resulting art style! This is also the submission I played the longest (so far).

It sounds like you had a static camera in Blender, line up the model, render an image, and then stitched the sprite-sheets together from that?

I haven’t done sprite atlases before - I usually work in 3D so this was my first 2D game and I still have a lot of 2D stuff to learn!

(+1)

('3D guy' answering here) - I'm glad you liked both the game and the art, and that you gave him a chance despite being really slow at the begginning ! :D 

Yes as my friend said it was all on blender and not painted on top of it, I was sad at the beginning but I got surprised by the result and happy for finding this 'style' in the end. UVs and Texturing were kinda rushed because this workflow doesn't need to think about texture weight or exporting as 3d object, Texturing was made with the free layer add-on Ucupaint, I used some pbr to work faster and draw on top of it with a tablet. Did the animation with fast & simple/custom rigs, used the free add-on stop mo to have a fast preview of the step I needed for the 2D/drawing style, then ajusted the step in the render setting, and exported as multiple frame. For the rendering, yes I used perhaps 5/6 different camera (in orthographic view) depending the items and angle (same for grease pencil), this number gave a better control and non destructive workflow. 

Aseprite was used just for trimming, fast quality check and exporting quickly as spritesheet.

Hope it will give you all the information you needed :p ! Thanks again

That’s all super helpful - thanks a lot for the info!

I have a basic understanding of Blender (shapes, bones, UVs, keyframes), but my ideas rarely leave prototype stage so nothing as polished as Enchairted Forest.

Again, I really like the visuals!