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Hyper Light Breaker trailer shows off first gameplay in 'infinite open worlds'




Developer Heart Machine has unveiled its first official gameplay trailer for Hyper Light Breaker, a follow-up to 2016's beloved indie Zelda-like Hyper Light Drifter. While Breaker is a huge gameplay departure for the series, its distinctive soundscapes and visual identity seem very much intact...
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Hyper Light Breaker goes into Steam Early Access this fall, first gameplay trailer released

The first gameplay trailer for Hyper Light Breaker, the Hyper Light 3D co-op rogue-lite adventure from Heart Machine, has been released.

The new co-op rogue-lite adventure is set in the Hyper Light Drifter universe, but set decades prior to Drifter. In this, you take on the role of a Breaker to help establish a settlement in a new frontier.

Using a combination of hack-and-slash combat, ranged weaponry and gadgets, you will fight through and explore a varitey of procedurally-generated open worlds. Try to not only protect the Settlement, but uncover the dark truths of the Crowns, The Abyss King, and the brutal landscape.

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Hyper Light Breaker: Pangea

Creating A Multiplayer Rogue-lite With Endless Open Worlds

We’ve shared extensively about our tech art strategies and proc gen processes in both a recent Heart to Heart with Len White and Christian Sparks as well as on our dev blog. We’ve also discussed our environment art works in progress in a different Heart to Heart with Will Tate and on our blog as well.

That was all months ago; often, a few months can mean a lifetime in game development.

Original Vision

Years ago now, when (Alx) was ideating on the design pillars of the game, the question that came to mind was “what would you do in an open world you’d never seed again if you die?”

With that in mind, we made decisions in the early days of our game to try for a more reasonable approach of this idea as we built our systems, since it seemed insurmountable. So, we created an adjacent version, something that captured parts of this design ideal. We had a large, open biomes, but they were segmented in a stage-by-stage format to make it more feasible for us to build.

Over the course of development, we found that, as we continued to build the technology needed for these smaller open-biomes, that we could actually leverage the tools to make the original vision a reality. Thus, we shifted away from the more limiting and (ironically) more complex version of a stage-to-stage progression, and started on a “Pangaea Shift”.

The Shift



Pangaea is used as a code name, as we were essentially merging all of our stages into one larger map to create an open world.

This shift meant that we would mean that we lose some time up front reconfiguring some parts of the game to function in the ne structure, but gain time on the backend and a much more exciting game format to dive into. We were excited and scared, all at once.

This shift yields us:
  • Highly differentiated points of interest on a global scale, resulting in entirely new biomes to explore instead of sub-variations of the same biomes
  • Reduced per-level workload for Houdini, focusing on simpler, bolder biome elements since the context of other biomes being present shifted the dynamics of play so significantly
  • The ability to generate dynamic, global components that affect the whole run / playthrough, rather than just stage or biome-specific elements, opening up tons of exciting mechanics
  • A truly open world, procedurally generated, with biomes juxtaposed seamlessly on the same map
An open world you’ll only see once

It’s a thought that leads to a lot of questions and exciting ideas. How much do I explore this world?
How much time do I invest, knowing I could die at any turn? What are the pressures driving me forward in this world? What’s new, exciting, different this time? What’s coming next?

These are all questions we ask and answer for development, and ones we are excited for you all to see the conclusions of for yourselves in Early Access and beyond!

Wrap Up

What do you think of our process shift? Share your feedback!

See you next time, Breakers!

-The Heart Machine Team

Hyper Light Breaker: Production Process

Check out our latest stream about our production process behind Hyper Light Breaker, with Senior Producer Lesley Mathieson.

[previewyoutube][/previewyoutube]
Some takeaways from the December 9th Heart to Heart stream:
  • Our approach to production tools and process has ever been “I want people to feel it's pretty to use, it's obvious, and they don't have to think about it too much.” - Lesley Mathieson.
  • “The least amount of friction is the most important thing when it comes to getting people to use tools consistently. Even if it's a janky system, what we really need is for people to consistently look at what's going on.” - Alx Preston
  • Some of the tools we use are:
  • Tom’s Planner, an online Gantt chart maker
  • HacknPlan, a game design project management tool
  • MantisHub, a bug and issue tracker

Hyper Light Breaker: Animation

Our wonderful Lead Animator, Chris Bullock, shares some in-depth info on our animation process and what’s involved in getting our Leaper to this point:

[previewyoutube][/previewyoutube]

What is Rigging?

Rigging is the process by which we take a 3D model and give it the ability to deform over time.

Most often this is done by giving it a virtual skeleton (or armature in sculpture terminology), and then attaching controls that allow the animators to move the skeleton, almost like strings on a marionette. But now there are also other techniques that have been used in Film, TV, and Commercial work for years that are starting to make their way to games. For example: Blendshape deformations are where the 3D model’s deformation is sculpted manually, then blended between the base model and the Blendshape(s).

The Bone Rig / Skeleton Hierarchy

Figure 1: Here, we can see the character mesh’s points (vertices) in magenta, edges in dark blue, and then the polygons shaded in gray.

As we can see, here, a character’s mesh is made up of a series of points (a.k.a. vertices) as the fundamental building blocks (magenta dots in above image), along with edges that connect the points, which are then filled-in with polygons. By adding a hierarchy of special objects called “bones” (or “joints” as they are, technically, more accurately called in some software packages) that often roughly resemble an actual skeleton for the character or creature, we’re able to get the model to deform and animate without having to move every single point on the model by hand every frame of an animation. It’s easier to move a few dozen to a few hundred bones on the character than it is to animate tens-of-thousands to millions of points on the mesh.

In order to do this, we need to tell each point on the model which bones it should inherit its movement from, and how much influence each bone has on that vertex. There’s a lot of math that goes into how these transformations are actually carried out, but fortunately, we have tools at our disposal that we don’t need to assign all of this data one point at a time, which actually makes this “skinning” process more of an artistic process than a technical one—defining which parts of the model move together, to give it more of a solid feel, and which parts have a “softer”/”fleshier” feel to them.

Figure 2: Here we can see our bone objects in yellow and magenta along with our base mesh.

The Animation Control Rig

To make things even simpler to animate the bones, rigging will often involve adding Animation Controls, which allows animators to manipulate a series or collection of bones together as a single “system”, or to isolate movement of a bone in a non-hierarchical manner, or in a different manner from the way the bone hierarchy was setup (more on this below). The time saved during animation, when multiplied across a team of animators and total number of animations needed, well offsets the extra time it takes to setup this animation control rig.

Currently, this is most often being done in separate software from the game engine: software such as: Blender, Autodesk Maya, Autodesk Motionbuilder, Autodesk 3D Studio Max, SideFX Houdini, etc. Game engines, such as Unreal Engine 5, are starting to allow the Animation Control Rig to be created directly inside their own editors.

Figure 3: Here, we can see the animation controls (in blue, red, cyan, magenta, orange, and yellow) along with the base mesh and skeleton.

FK – Forward Kinematics – We use this term when talking about a collection of objects being manipulated in a direct parent-child hierarchical manner. Let’s say we have two objects: Object A and Object B. Let’s say that Object A is Object B’s “parent”, and Object B is Object A’s “child”. This means that whenever Object A is moved, Object B will move along with it, keeping the same offset from Object A as it did from the start. However, when Object B is moved, it has no effect on Object A’s position in the scene. We can see this demonstrated in the video below with the Red chain of bones. You can see how as each object in the chain is selected and manipulated, it only affects the objects below in the hierarchy. This is the way that the character’s skeleton would animate if we had no Animation Control rig. So, moving the hips would mean that we would have to move the limbs the opposite amount if we wanted them to stay planted while the hips move. This is called counter-animating, and is something we will often go through great lengths to avoid doing.

IK – Inverse Kinematics – With body parts such as the arms and the legs, we often find it easier to deal directly with the positioning of the ends of the chain of bones, and want any bones that are between the ends to automatically bend in order to achieve the positional goals of the end bones. This is done through a computation technique known as IK. This is demonstrated with the blue chain of bones in the video, below. Notice how we have two control objects that we manipulate directly, and they indirectly control the chain of bones.

[previewyoutube][/previewyoutube]

These are just the two most common of the myriad of ways of controlling the way that something animates. The number of ways that objects can be controlled are near limitless, and new techniques are being discovered/invented all the time.

The Game Engine

Once we have our character modeled, rigged, and animated, we need to get all that data into the game engine, somehow. This is done through an export/import process. Typically, the character mesh and skeleton data is exported separately from the animation data. The character’s mesh data and the skeleton (including the skinning relationship) typically get exported together. In our animation source asset files, any animation data is stored on the Animation Controls. However, the only thing that the game engine cares about is the animation that’s applied to the skeleton hierarchy—it does not care about the Animation Control data at all. So, often what happens is that the animation gets “baked” to the skeleton as a part of the export process—i.e. it just sets a keyframe for every bone in the skeleton hierarchy for every frame in the animation timeline. In the game engine, the animation data is then re-applied to the skeleton, which, in turn gets applied to the mesh, which makes our character move, finally!

We’re also able to setup relationships between bones inside the game engine, which allow us to drive the motion of certain bones based on the movement of other bones. In Figure 2, for instance, the bones in magenta are controlled by the bones in yellow. The reason we do this in the game engine, instead of animating them, and then exporting them, is to allow those bones, specifically, to react to the way the character behaves in-game, rather than adhering to prescriptive movement (a.k.a. “canned animation”)—this helps makes everything feel a lot more alive and reactive.

Wrap Up

This covers some of the basics of the rigging process, and why it’s so important in a modern game production pipeline. Without this process, there is no way we would see the quality of deformation and animation in the games we love.

Let us know…

What do you think of the animation / rigging process as a whole? Is it art? Is it math? Does it seem fascinating or boring?