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Neyyah News

Doorway Animations in Neyyah

Hey everyone!

I recently delved into some animation work for Neyyah, and captured the work in a devlog available to watch here:

[previewyoutube][/previewyoutube]

Creating doorway animations is something I find really exciting ... It may appear very simple, and perhaps boring to some, but being influenced by games such as Myst and mostly Riven (particularly Riven), having doors open and shut with a click of the mouse, and having a really cool FMV sequence play out, is something I'm definitely bringing on board for Neyyah's gameplay experience!

Of course, you see it enough times, you might not want to see it again. This is why there's a click option to skip animations in Neyyah and get exactly to where you want to get to. Other skip options in the game include having 'Journey Mode' animations (walking up and down stairs / climbing up and down ladders) an option which is by default disabled upon playing the game, but can be changed if you'd like to see more animations play out. There's also going to be a 'Faster Travel' mode which skips past certain scenes to get somewhere of importance: an interactive area, etc.



The above scene shows one of the areas I have just finished rendering out an animation for! This includes two animations: 1x of the door opening, 1x of the door closing.



The animation is firstly rendered out in Open GL 'solid state' Blender mode, as seen above. In fact, compared to the final scene, the island in the background isn't even included in the animation, with Open GL or fully rendered frames. This is to reduce file sizes for actually opening the Blender file to get into the animation, and render times are reduced also. It works very nicely. However, it can also work against development too.

Certain scenes require other models / materials to be present within the animation, due to the way Cycles rendering engine works within Blender. Lighting can change drastically if you take away too much from a scene. Plus, shadows might need to be present within the animation too, so the animation matches up with the before and after renders. Riven in fact fell victim to certain scenes where, to save render times most likely, objects / models were removed, but then appeared later on in the same scene. This included the abundance of shadows in one area, then (for example) looking up, the shadows suddenly appear again. There's definitely an element of caution when doing this work, but most of the time, these elements aren't noticed by players too many times, so you can get away with certain 'mistakes'.



This is one of the scenes I have just finished setting up animations for. This includes not only an animation of opening and closing the door, but including changes to the scene which the player may have made ... So these also have to be taken into account, when rendering out the final animations. This means potentially not just 1x animation for close and open, but 2x for each!



So as you can see, many doors in Neyyah, many animations needed, but these all help bring the world to life, and link the world together too, bringing a much more real immersive experience to the player - with options to skip, if preferred :)

- Aaron Gwynaire / Defy Reality Entertainment

Neyyah reaches the top wishlisted games on Steam!

Hello everyone! I hope you're all keeping well!

Very busy on this end with animation based work, and I'll be posting a new dev update shortly on some of the work I've been doing in Blender and Visionaire Studio 5.

Firstly, however, I want to share some very cool news! Just recently, Neyyah reached the top wishlisted games on Steam! :D



This is a fantastic milestone for Neyyah!

I started developing Neyyah in July 2018, and since then the game has come about with leaps and bounds, while facing many challenges and reaching various new goals and raising bars in progress and development. It has been wonderful seeing the game evolve the way it has.

I created a Steam page for Neyyah around April 2020, and since then, through social media posts, the game has attracted a lot of attention from like-minded Myst / Riven / adventure game fans, and other gamers who perhaps don't gravitate towards the point n click style of gameplay but nonetheless feel drawn to the intriguing world of Neyyah.

This attraction has brought in a nice amount of wishlists along the way.

Thank you so much to everyone who has wishlisted Neyyah and continue to support and follow the game's developments!

Neyyah is a big world, a complex world, but nonethless, a world worth waiting for ... I cannot wait to finally release Neyyah to you!

Until then, may you enjoy the following dev updates coming up!

Exciting times!

- Aaron Gwynaire / Defy Reality Entertainment

Sketches found in Neyyah - using the Neyyah world!

Hello everyone! Great to be writing up another development announcement for Neyyah, this time focussing on a recent task I had of bringing sketches to life within the Neyyah world ... Feel free to watch this devlog below to see the following process being initiated :)

[previewyoutube][/previewyoutube]

I won't be going into great detail regards the purpose of these sketches (backstory, etc), but instead shall focus more on the technique I used to create them, and it definitely involved jumping through a brand new portal of creativity - and I had no clue what lay on the other side ...

3D render

This is an example of one of the 3D assets I've created for Neyyah which I wanted to use in my sketch artwork. Initially, I thought about perhaps sketching the building myself and simply bringing this into Photoshop where I could then do what I needed to make it feel and look a particular way (in the case of this artwork, very old and aged ...)

Here's an example of a couple more assets used - these are taken out of the Blender set which I've created them for and rendered out by themselves against a transparent background:





Through Photoshop, I can start applying certain effects to really make them look more like sketches. Going back to the first tower render, here is an example of two different art styles created from the render ...

Watercolour: Graphic pen / sketch:

[h2]Merging the sketches into the paper [/h2]

Once the singular assets for a particular art piece were assembled and edited accordingly, I could then look at ways in which to blend them into the paper.

Basic template of having the singular assets upon the paper art within Photoshop

Work view of Photoshop - three duplicated layers of the same asset would be to achieve the aged worn sketch look most of the time.

It's then a case of taking the final satisfactory look of the initial sketch in its entirety ...



... and taking it a little step further ...



Here's an example of how the artwork could then appear within the environment of Neyyah ...

Test render

It's been a fun experience putting more of these together over the last few days. Neyyah is starting to reveal new dimensions in its vast complex world, and I really can't wait to share these treasures with you!

Thanks for tuning in! Til next time :)
- Aaron Gwynaire / Defy Reality Entertainment


'Journey Mode' Animations In Neyyah

Hello Neyyah adventurers!

Now I am working a lot more in Visionaire Studio 5, as well as working hard on modelling the rest of the Neyyah world, I have been setting up, rendering and implementing various animations into Neyyah. Neyyah has a lot of FMV sequences. These range from buttons being pressed, levers being pulled ... very small tiny animations ... to much bigger animations. Of course, there are also the enormous amount of animated water sequences which will be present in the Neyyah world - and which can be disabled in the options of the game, if you find the game is running slow for you. There's a lot of water in Neyyah. That's a lot of animations. I will like to touch upon this in another update soon!

However, going back to those big animations ... One option the player can enable within Neyyah is 'Journey Mode'. While Neyyah runs as a screen to screen point n click adventure game, experienced through first person, I had taken inspiration from other games outside of Myst and Riven such as Schizm: Mysterious Journey and Dragon Lore II: Heart of the Dragon Man. These games used fmv sequences between the player transitioning from node to node. It's a beautiful addition to believability and immersion within a prerendered game, but incredibly costly on the render times ...

Neyyah is going to be a BIG game with a lot to explore, and although it would be so cool to add animated movement between the positions the player moves within the game, it would take forever to render out such scenes. Plus, I observed some downsides to the other games, in which small movements forward felt quite jarring when animated. They seemed to work better for traversing long distances, and then in doing so, you miss some of the environment ... Thus, I decided to keep to screen to screen for the main navigation, as seen in the original Myst and Riven games, and add animated fmv sequences to when the player climbs up or down ladders, walks up or down stairwells, or enters particular areas of the environment. It does add a nice immersive 3D quality to the game. Call it 2.5D, maybe ...

In this following devlog, I will be exploring this very mechanic within the game ...

[previewyoutube][/previewyoutube]

Definitely subscribe to my channel for more upcoming content where I'll be sharing more of Neyyah's development progress, from engine work through to artwork and eventually sound and music too, plus much, much more!

Thanks!

- Aaron Gwynaire / Defy Reality Entertainment

Evolving the world of Neyyah ...

Stepping it up a gear ...
Neyyah has been in development since July 2018 ... It was during a time where I had only just started learning Blender. Previously, I had been using a software called Anim8or (www.anim8or.com) which, for my teenage self, had been a fantastic easy first step into the world of 3D. I will love to go deeper into my developments with Anim8or in another post, but for now, I would like to touch upon how even in Blender, the world of Neyyah has changed drastically over the nearly 4 year development cycle ...

The Mechanical Cake The Dome - from 2020 through to its current stage of 2022
I remember, very well, the feeling of having achieved a huge milestone in the development of this area for Neyyah. It officially began in late 2019, where I was working for a very long time on a very basic computer system, running on only 4gb RAM (as opposed to my 64gb beast, which I now own two of). 'Layers of the Mechanical Cake'. This is how I described and wrote up about the experience over on Patreon at the time (www.patreon.com/defyrealityentertainment). Each section was modelled separately, and then (while hoping the set file wouldn't crash) every segment (layer of the mechanical cake) was placed together in a final full set. It wasn't until April 2020 that I finally upgraded my system and suddenly, render times took on how a new magic. The whole development process of Neyyah's world felt magical ... A new portal of creative life had leaked out in front of me. This new computer pushed my vision, materialised my imagination into reality even more than before - and so much faster, too.

I ran with it ...

Changing Colours The Harbour - continued developments, not only in modelling, but in post-processing within Photoshop
Neyyah's world took on new details, new richness. It was an amazing experience - but one which later down the track also challenged the logistics of certain world building aspects and development pipeline. This example shows how colouration and post-processing has pushed the game's style to new levels, and Photoshop has played a massive part in achieving the 'Neyyah' look, influenced greatly by Myst's sequel, Riven (1997).

Feel free to watch my devlog on my Photoshop work for Neyyah at https://www.youtube.com/watch?v=hqEQ9IveEdk&t=1442s

I look forward to sharing some more stories along the way, plus some new upcoming developments!

- Aaron Gwynaire / Defy Reality Entertainment