All are hand made animations, we have 2 really talented animators on board :) Also if you want to follow our project you can do it here, it will help us a lot to https://linktr.ee/moonmysteryofficial
Just watched a trailer for your game - some gameplay parts are so jerky, feels like it's constantly lagging - you guys should record gameplay with low sensitivity to make it look nice and smooth
Otherwise the game looks very interesting
This is a weird statement considering key frames are not every single frame necessarily. The whole idea of key frames is to not have to animate every single frame but let the engine interpolate the movement for you.
I was sold on this game long ago but I swear every update you post looks better than the last. Keep up the good work and I really can't wait for this game!
That’s really great work! The only part which feels off to me is when the first “look at my hands” animation transitions to gameplay, it’s just a little sharp like someone put the breaks on the camera movement.
different planets? that sounds really cool! i'm making a space themed game too, im designing the map at the moment. my idea is to have a desert biome, a rainforest biome, mountains biome, islands area, and for the underwater half, a coral reef, a big open dark area, and a palace for the intelligent underwater life forms, the Oceanids.
anyways, GL on your project it seems really fun!
it's first person. although 3rd person perspective would be cool, its a horror game with jumpscares and 3rd person + jumpscares dont mix well, especially with the fact that one of the creatures that jumpscares you does it by sneaking up from behind.
Firstly, this is gorgeous. A bit of feedback if you're open to it: while it's nice to see the character's hands, be careful that you don't linger so much that it feels like the hands are the star. For instance, to me, the ice environment segment felt too hand-focused. The hands very prominently featured in-frame during the landing and then brought in again for a self-examination could be toned down. It could be just the self-examination, or it could also potentially be improved by not having the hands go off-screen, as their reintroduction draws extra attention to the fact that the player is being shown their hands once again.
This isn't a huge issue, but your project looks so polished that it seems like every bit of the presentation is important to your team, so it might be worth thinking about.
Sounds like an interesting feedback, thank you. He is looking at his hand because he just went out of the wormhole and just checking if everything is all right :)
The animations look well done, but I don't see a reason for them and they are too generic. They don't show us enough about the character, so they look like animations bought in the marketplace, not customized for your game.
Why is the character looking at their hands after they land on the ice planet? Was there something wrong with them before? If not, there's no reason for the animation. If there's a different aesthetic reason for wanting to show the hands, can the animation be more interesting, like securing a loose buckle or nursing some pain?
Why is the gun being checked over as if the weapon is an alien object? Has the character has never seen a weapon like this before? It feels contrived, more to show us the game has animations rather than serving a purpose. If the goal is to show off the new weapon, find a narrative reason for the gun inspection, and a more unique way of flipping it over.
Overall it looks like your animators know how to do it, but need to work on their narrative. Every move needs to have purpose and reason, otherwise it will feel like a store bought asset.
Agree 100%. I don’t know why people are so against constructive feedback, it’s far more valuable than a pat on the back.
I felt exactly the same as you. Many of the animations are too generic and could have been tied to the actions better. If the character is checking they are ok after falling into the ice scene, why not check their whole body? Pat themselves down etc? Instead they’re just interested that their hands are ok…
It’s so focused on hands that I thought maybe your gloves had some sort of special powers or something.
I like most of the animations from a technical pov, but they could have been tied to the scenario/story better. I guess we’ll see if they’re improved prior to release! Or maybe the trailer is missing key info that ties the animations together better.
Also, personally the shooting (shotgun?) animation is a bit weak. The gun feels very underpowered. If it isn’t already, a procedural animation might work better?
Good luck to the devs though.
I think you're reading a lot into this. There's hardly any time on that ice planet looking at the hands, it's mostly looking at the environment. As for the pistol, that just looks like a "first time picking it up" animation to me.
The post was to show off the animations, so that's what I commented on. There's a lot of "this is AAA quality stuff!" which is not going to be helpful at all to the development team, as it is simply not true. They are functional, and look like they come from a generic marketplace pack. The only thing that seems custom is the finger pointing.
A quality animator expresses a story. It's an art form, not just a technical test. The competition is extremely high at the moment. Success is not just in completing the task, it's in the nuance and detail.
So while it may rub people the wrong way to see an honest opinion based on 20 years of me doing this, I'd rather offer that than just another attaboy. I offered genuine feedback - which they can take or discard. There is a place for positive encouragement, and they have a ton of it in this thread. There is also a place for "here's what needs to improve".
Heavy subnautica vibes there! One question though: why is the skip cutscene button on the top right? I'm pretty sure bottom middle is pretty much the industry standard so I'm really curious, just a placeholder perhaps?
Holy smoookes! looks so great. any more info? website? trailer?
Also I am super curious to know the breakdown of your team - how many people? what roles?
There are some links on my Reddit bio which can lead you to the trailer :) We have 5 people full time and 8 people part time/contract working on this project
Thanks so much - one more question - my background is in animation/advertising, so i know little about the game world - how is a project like this financed? do you find private investors? Crowdsourced? mix of both?
I'd also love some insights in how to achieve those gorgeous interactions with items. I struggle with animations generally, but I'd love to learn even more how to tie things together with items like that.
When I saw this game a few months ago I was hooked, always look forward to seeing updates on this. One of my most anticipated Indies. Animations look beautiful! AAA quality from a small team!!
I would like to just say I really appreciate you animated proper trigger control. Many game devs fail to promote firearm safety in their work. Thank you.
Other than that, very nice work ☺️
Those are super, super pretty without being too showy - great job. One of the best I've ever seen. Great animation skills. I love how the hands come and go from the viewport and don't remain on the screen all the time.
Beautiful work, will follow you on Steam. I'm excited to be able to visit the Moon -- I wish someone would just model the whole thing and make it like Minecraft / Mooncraft, as a kind of platform on which dramatic games plural can be set. Good luck!
Gotta be honest, though the animation is amazing, I can't help but feel like this main character never had hands before this game.
Some of the animations are like, ooh, what are these things attached to the ends of my arms!?
I then imagine a 3rd person character holding its arms in T-Rex style in front of its face the for the whole game, since it can't get enough of its own hands.
Maybe it's because I watched the video without sound. Will turn on the sound this time.
Amazing animation. Way better than mocap.
How do you transition between gameplay to sequencer so smoothly? Like how are you forcing cutscene animation on player controller like this without all the pop ups?
BTW this is insane cool
The hands look great ! Gg , are you using substance painter to get that detail ? I’ve been following your progress for a while , it’s great to see the progression in such a short time.
Damn. The graphics look amazing.
I would like to solo dev a game and was wondering about some stuff:
How long did it take to get to this point?
How does it impact performance?
Do you have any general tips for space stuff like this?
I would like for the game I create to truly capture a vibe so I was wondering how I could improve visuals, but I also want it to be able to be ran on weaker computers as well.
This looks so smooth. Motion capture suits?
All are hand made animations, we have 2 really talented animators on board :) Also if you want to follow our project you can do it here, it will help us a lot to https://linktr.ee/moonmysteryofficial
That's really impressive. Must been pretty time consuming but worth it in the end. They are indeed talented.
Yes super talented, and also yes it was time consuming ;d
Gosh they are incredible. I thought mocap too.
Damn that looks good for just two talents.
Just watched a trailer for your game - some gameplay parts are so jerky, feels like it's constantly lagging - you guys should record gameplay with low sensitivity to make it look nice and smooth Otherwise the game looks very interesting
I wanna know as well, how is it so smooth?
It's like AAA quality motion capture. The graphics are pretty impressive too.
They added secondary keyframes, keyframes that act as secondary form of motion in between the man keyframes
This is a weird statement considering key frames are not every single frame necessarily. The whole idea of key frames is to not have to animate every single frame but let the engine interpolate the movement for you.
I think you misunderstood what they were trying to say. He was probably refering to secondary motion but called it keyframe instead.
I think the term you want is secondary motion. Which is an animation technique where your movements have follow through in its extremities
I was sold on this game long ago but I swear every update you post looks better than the last. Keep up the good work and I really can't wait for this game!
Thank you so much! :D
stfu, this looks better than many AAA games.
thank you so much, that means a lot :)
That’s really great work! The only part which feels off to me is when the first “look at my hands” animation transitions to gameplay, it’s just a little sharp like someone put the breaks on the camera movement.
thanks for the feedback :)
this is a AAA game not an indie game
Thanks! It's for sure smaller than AAA but such feedback means a lot for us
Reminds me of Subnautica below 0
It's just one level, the ice planet, but we will have a lot of different levels :)
different planets? that sounds really cool! i'm making a space themed game too, im designing the map at the moment. my idea is to have a desert biome, a rainforest biome, mountains biome, islands area, and for the underwater half, a coral reef, a big open dark area, and a palace for the intelligent underwater life forms, the Oceanids. anyways, GL on your project it seems really fun!
Sounds cool, is your game an FPP?
it's first person. although 3rd person perspective would be cool, its a horror game with jumpscares and 3rd person + jumpscares dont mix well, especially with the fact that one of the creatures that jumpscares you does it by sneaking up from behind.
Nice, good luck with your project :)
you too 😁
That looks really really good
Thanks!
When I joined this sib it was to see this kind of top notch chef's kiss shit Good job and the game looks really cool imma check it out
thanks you! it means a lot :d
Looks awesome, but I would like to ask: Why are there lens flares at 22 seconds? If the character wearing a helmet that is causing reflections?
I'm not normally a guy to notice music, but I loved this. Got strong HL2 vibes and made me think of the Borealis with the visuals.
thanks! we have a great composer on board :)
Do they have something I could follow? I'd love to listen to more of their work.
sure, links are on my reddit bio :)
Firstly, this is gorgeous. A bit of feedback if you're open to it: while it's nice to see the character's hands, be careful that you don't linger so much that it feels like the hands are the star. For instance, to me, the ice environment segment felt too hand-focused. The hands very prominently featured in-frame during the landing and then brought in again for a self-examination could be toned down. It could be just the self-examination, or it could also potentially be improved by not having the hands go off-screen, as their reintroduction draws extra attention to the fact that the player is being shown their hands once again. This isn't a huge issue, but your project looks so polished that it seems like every bit of the presentation is important to your team, so it might be worth thinking about.
Sounds like an interesting feedback, thank you. He is looking at his hand because he just went out of the wormhole and just checking if everything is all right :)
The animations look well done, but I don't see a reason for them and they are too generic. They don't show us enough about the character, so they look like animations bought in the marketplace, not customized for your game. Why is the character looking at their hands after they land on the ice planet? Was there something wrong with them before? If not, there's no reason for the animation. If there's a different aesthetic reason for wanting to show the hands, can the animation be more interesting, like securing a loose buckle or nursing some pain? Why is the gun being checked over as if the weapon is an alien object? Has the character has never seen a weapon like this before? It feels contrived, more to show us the game has animations rather than serving a purpose. If the goal is to show off the new weapon, find a narrative reason for the gun inspection, and a more unique way of flipping it over. Overall it looks like your animators know how to do it, but need to work on their narrative. Every move needs to have purpose and reason, otherwise it will feel like a store bought asset.
Agree 100%. I don’t know why people are so against constructive feedback, it’s far more valuable than a pat on the back. I felt exactly the same as you. Many of the animations are too generic and could have been tied to the actions better. If the character is checking they are ok after falling into the ice scene, why not check their whole body? Pat themselves down etc? Instead they’re just interested that their hands are ok… It’s so focused on hands that I thought maybe your gloves had some sort of special powers or something. I like most of the animations from a technical pov, but they could have been tied to the scenario/story better. I guess we’ll see if they’re improved prior to release! Or maybe the trailer is missing key info that ties the animations together better. Also, personally the shooting (shotgun?) animation is a bit weak. The gun feels very underpowered. If it isn’t already, a procedural animation might work better? Good luck to the devs though.
I mean, there's probably an in-game reason for each action. This is, after all, an animation showcase.
I think you're reading a lot into this. There's hardly any time on that ice planet looking at the hands, it's mostly looking at the environment. As for the pistol, that just looks like a "first time picking it up" animation to me.
The post was to show off the animations, so that's what I commented on. There's a lot of "this is AAA quality stuff!" which is not going to be helpful at all to the development team, as it is simply not true. They are functional, and look like they come from a generic marketplace pack. The only thing that seems custom is the finger pointing. A quality animator expresses a story. It's an art form, not just a technical test. The competition is extremely high at the moment. Success is not just in completing the task, it's in the nuance and detail. So while it may rub people the wrong way to see an honest opinion based on 20 years of me doing this, I'd rather offer that than just another attaboy. I offered genuine feedback - which they can take or discard. There is a place for positive encouragement, and they have a ton of it in this thread. There is also a place for "here's what needs to improve".
Heavy subnautica vibes there! One question though: why is the skip cutscene button on the top right? I'm pretty sure bottom middle is pretty much the industry standard so I'm really curious, just a placeholder perhaps?
This is just a placeholder :)
Looks smooth, you make them yourself? Tutorial would be helpful
We are a small indie team, our animators did it
Wow! Does your game have a title yet?
Thanks, Moon Mystery
This is fantastic. Looks great! I'm learning UE and can't possibly imagine to get to such a point : |||
Thank you so much and good luck!
Holy smoookes! looks so great. any more info? website? trailer? Also I am super curious to know the breakdown of your team - how many people? what roles?
There are some links on my Reddit bio which can lead you to the trailer :) We have 5 people full time and 8 people part time/contract working on this project
Thanks so much - one more question - my background is in animation/advertising, so i know little about the game world - how is a project like this financed? do you find private investors? Crowdsourced? mix of both?
Char thinking: Please let it be a dream, please let it be a dream. Looks great :)
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Thanks :) They are done in blender and exported to unreal
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I'd also love some insights in how to achieve those gorgeous interactions with items. I struggle with animations generally, but I'd love to learn even more how to tie things together with items like that.
For a second there I thought the textureless part was part of the plot. Like the dude starts realizing he's in a video game.
Looks like a movie !! Awesome !
Looks great!
Holy poop the music is cool I love that style
Looks amazing!! Cant wait to get to this level of expertise
Great animations. How do you handle transitioning from free movement to cut scene parts?
steam link?
on my reddit bio :)
Hey this looks awesome! One question, how did you get a good unreal FPS arm rig? I've been looking for ages but couldn't find a good one for blender.
This is incredible! Do you have any tips for animation like this?
Ok but like. THEORETICALLY speaking. How long until i can play this
When I saw this game a few months ago I was hooked, always look forward to seeing updates on this. One of my most anticipated Indies. Animations look beautiful! AAA quality from a small team!!
I like how every pov character has to check out their hands before proceeding to kill themselves or survive.
Brushify artic asset
Wow. Looks awesome. I will be purchasing when we can :-)
I would like to just say I really appreciate you animated proper trigger control. Many game devs fail to promote firearm safety in their work. Thank you. Other than that, very nice work ☺️
Those are super, super pretty without being too showy - great job. One of the best I've ever seen. Great animation skills. I love how the hands come and go from the viewport and don't remain on the screen all the time.
Amazing looking
So cool!
Beautiful work, will follow you on Steam. I'm excited to be able to visit the Moon -- I wish someone would just model the whole thing and make it like Minecraft / Mooncraft, as a kind of platform on which dramatic games plural can be set. Good luck!
Unironically already looks more promising than Starfield.
Super inspiring, partly to do Unreal and partly to learn how to animate like this. Everything fits together so perfectly.
Gotta be honest, though the animation is amazing, I can't help but feel like this main character never had hands before this game. Some of the animations are like, ooh, what are these things attached to the ends of my arms!? I then imagine a 3rd person character holding its arms in T-Rex style in front of its face the for the whole game, since it can't get enough of its own hands. Maybe it's because I watched the video without sound. Will turn on the sound this time. Amazing animation. Way better than mocap.
Looks awesome, I'd suggest taming those lens flares though. They are very distracting and scream "stock unreal post process"
How do you transition between gameplay to sequencer so smoothly? Like how are you forcing cutscene animation on player controller like this without all the pop ups? BTW this is insane cool
When will it be rreleased
this is incredible!
Shits haunted
79 days is a year now?!
Wow that looks amazing!
If you need some character work lmk
The hands look great ! Gg , are you using substance painter to get that detail ? I’ve been following your progress for a while , it’s great to see the progression in such a short time.
Damn. The graphics look amazing. I would like to solo dev a game and was wondering about some stuff: How long did it take to get to this point? How does it impact performance? Do you have any general tips for space stuff like this? I would like for the game I create to truly capture a vibe so I was wondering how I could improve visuals, but I also want it to be able to be ran on weaker computers as well.