Quite difficult, I would say. Much more because finding a reliable translation of something you have in mind is quite complicated. It’s already difficult writing all this in English, given that it’s not my mother language! I was looking for a short sentence to write in Twitter, along with a link to the game trailer.
At first I wanted to say My name is Tsuyu, the name of the main character. I found out that
seems to mean ‘My name is …’ and in this blog I found how to write Tsuyu: 梅雨 Tsuyu means literally ‘plum rain’, the name that is given to the rainy season around June. That’s why we choosed that name for our little hero: he is able to summon rain. So, ideally
would mean ‘My name is Tsuyu’.
Edit: it seems that it’s not exactly correct, as it sounds like ‘my name Tsuyu’. It should be written like this 私の名前は梅雨です
Anyway and just in case I looked for something easier. I tried ‘It’s raining‘, which @japangaijin confirmed in Twitter that it is written like this
Also quite nice, as that’s what happens in the game: it must rain so trees can be brought back to life.
Finally I also found that
means something like The rainy season is about to begin, which sounds perfect! Assuming that it is correct, of course. If was a friend of mine who loves Japan who told me so, but a confirmation would be great.
Will it reach Japan? I hope so, but it’s already difficult reaching someone outside Spain in English… just imagine trying to write something in such a beautiful but complex language as Japanese!
It’s been a looong year. We wanted to release this game by June, but many things made it pretty impossible. Mainly that we started offering Art&Software services, which consumed most of our time. But it’s finally in the App Store!
Tsuyu, reforesting the galaxy one planet at a time!
Players control Tsuyu, a non-violent creature who is able to summon rain and bring trees back to life, something pretty useful in a galaxy where all vegetal life has disappeared because of a misterious sandstorm.
In this first adventure Tsuyu will reforest the Yakeraan system, 16 planetoids inhabited by bull-like creatures that will try to gore him out from their planets. But Tsuyu is small, and cute, and even if he could he wouldn’t harm living things. So he will be forced to outrun and jump over Yaks to avoid their thirst-induced rage while reforesting their planetoids!
We tried to create an endearing setting. We hope we have managed to create a game that both children and adults will enjoy. And while the experience can be quite on the short side, the game has been designed to be enriched with new planetoid systems and new creatures. If things go well and people like Rain,Sand,Stars, it will certainly grow in a near future.
Video game characters should always be something memorable. Or at least, peculiar in some way. They may have personality (Nathan Drake), a unique aspect (Sonic, Samus in her suit), superb dialog lines (Daxter), strange clothes (Voldo AARGH) or weapons (Cloud)… Some designs were even forced by technical constraints (Mario’s hat, moustache and overalls respond to the low amount of available pixels in the Famicon system).
Rain,Sand,Stars is loosely inspired by The Little Prince, so its original main character, Zadkiel, shared his looks.
Nothing was strictly wrong with this character. Well, we had some problems with the 3D model… His face simply seemed wrong, as in a hard facial reconstruction after a particularly disgusting accident involving a big cat with huge claws. Don’t blame his less than 900 polygons…
But that was not the problem. He was too serious, perhaps. The sketch was fabulous, but his 3D version simply didn’t rise to the occasion. So we discarded him.
We HAD to do it. Our designer disappeared for a week and came up with our new hero. His name is a secret, his powers grant life, his cuteness doesn’t fit in his romper. We adore him, we hope you will, too:
Once we have the concept art, the 3D model is sculpted. We use ZBrush to get a first approximation to the character’s volume, and then it’s polished in 3DStudio. Bones are created from a deformed biped (indeed, there’s creepy moment at 3:02 where you see the guy inside the Yak), vertices are properly weighted and all animations are finally defined in the same timeline. We separate them afterwards in Unity3D, where we may also add animation events (footsteps, shooting keyframes and things like that)
Este sitio web utiliza cookies para que usted tenga la mejor experiencia de usuario. Si continúa navegando está dando su consentimiento para la aceptación de las mencionadas cookies y la aceptación de nuestra política de cookies, pinche el enlace para mayor información.plugin cookies