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Messages - Storyteller
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11
General Discussion / Hapless Happenstance
« on: July 06, 2015, 07:40:28 am »
Hapless Happenstance

this is a small project I am doing in unity.

it feature pixel (and maybe a little low spec) art. the palettes are heavily reduced and uses scaled graphics from a small image size, which often looks bad but I think can be made to work with the right program settings.

Hapless Happenstance is about a janitor or maintenance guy on a space reactor station of some sort. (oooh sci-fi) which is marked for scuttling (scrapping) and no one tells him until the alarms go off. He has to make his way out of the bottom of the station to the escape pods up top.

I may do this as preconfigured levels or possibly in a random-endless-runner-esque type thing. One thing is certain, lots of platforms to jump on and maybe some ladders. I like the idea of randomness to make it very replayable.

I know basically what it will look like and play like (you remember the end of metroid, where you had to escape after you kill mother brain? its like that, but it takes forever and you can get lost easier and stuff is trying to kill you)

this is really just a chance for me to hone my limited pixel art skills and work with low res, low palette techniques.

I will have artwork here over the next week as time permits. This project should be completed in about 4-6 weeks.


things Im making:

3-5 backdrops
5-9 platforms
1 player character
-standing
-walking
-jumping

optional
ladders
fans moving
doors opening
gears rotating
1-3 enemies (robots)
player
-ducking
-running

I dont want too much feature creep, this is just a simple exercise and 'mini game'

I am using this post as a 'project charter', I will be posting my sketches and block drawings over the next few days.

I am primarily using

sketckbook and mischief for concepting and blocking
graphics gale and grafx2 for pixel work (grafx2 looks awesome)
unity for coding
sfxr and musagi for music
shield android tv for deployment

see you over the next week

here is a link to some old images I made for this some time ago

https://drive.google.com/folderview?id=0B8kNS4Jz5Bx9fkQwNnJmMGJoS18yQ2ZseXBxZ1pyUjd0Tk9ra3B3ZTlWNi05MUVKQWVQa0U&usp=sharing


12
Pixel Art / Re: [WIP] Dragonfall
« on: July 19, 2014, 06:59:24 pm »
I think go the other way, make his body more stretched and arched backward, like he is stricken. Think of a pose where you get hit in the middle of the back. Over-exaggerate his agony.

13
Pixel Art Feature Chest / Re: Erde mock-ups [Desert Set]
« on: July 19, 2014, 06:54:43 pm »
very pretty. I like the overall style. the dialogue boxes are great. I want to second Ryumaru's statements about depth and shading. Some of the other pieces look like they could use a bit more 'depth' a bit more variance in shading along the flat surfaces to break them up in places.

14
2D & 3D / J'Charra
« on: July 01, 2014, 07:55:35 pm »
so, there is this world I made up a long time ago, and I revisit it every so often and do a little more with it. I just finished my bachelor's and thought I would 'go back to the beginning', or at least a long way back in my design journal. there are a little over 50 games in my journal, J'Charra is one of my favorites. Itis a series. The first two games (northern seas and southern lakes) use the same engine and art style and are set in the same era. The sequel uses updated graphics, is more expansive and is set about a thousand years later.

here is some of the art I am making for the first game. Some is just placeholder, others are going into the game. a lot of this stuff is rendered models I have been collecting for 13 or so years or stuff ive modeled myself. I use photos from public domain sites and the scale, cut, skew, rotate etc, cut the palette down and hue shift to get what I want. Rendering I do the same thing, just over a transparent canvas and I have more control over lighting. I also have some software that renders 2d tiles using textures and masks.

Im sure a lot of these look over saturated or even blurry. A lot of this is just stuff I had laying around, as I get more into the project, the more my assets will be custom for the project, but the workflow is the same. There is some 'cutting room floor' in here, but Im interested in feedback on it anyway. I intend to update as I move forward in the project.



Design Document (currently around 30 pages, enjoy)
https://docs.google.com/document/d/16vrNC5VfvkPAIZTvlW6SNuckIo7pxBWZ_XDxNXycGoM/edit?usp=sharing


Character Generation
https://drive.google.com/file/d/0B8kNS4Jz5Bx9NVRsX1lVRU05azA/edit?usp=sharing


Town
https://drive.google.com/file/d/0B8kNS4Jz5Bx9eGZXNDRZcWw5UUU/edit?usp=sharing


Combat 'napkin' sketch
https://drive.google.com/file/d/0B8kNS4Jz5Bx9RmcwaHVyTmRzTFU/edit?usp=sharing


Combat mockup
https://drive.google.com/file/d/0B8kNS4Jz5Bx9Vmh0eXlKYkFwRnc/edit?usp=sharing


Combat mockup crystal/spell use
https://drive.google.com/file/d/0B8kNS4Jz5Bx9WTROTkxsSlF1cEE/edit?usp=sharing


Dragon Frog rough model, a boss monster in the north, a common enemy in the south
https://drive.google.com/file/d/0B8kNS4Jz5Bx9Q0w5THVkNE5vT00/edit?usp=sharing


very ugly trees
https://drive.google.com/file/d/0B8kNS4Jz5Bx9WXlwU3g3dkZCT1k/edit?usp=sharing


better trees
https://drive.google.com/file/d/0B8kNS4Jz5Bx9ZlN6RVFNVkNvblU/edit?usp=sharing


some color
https://drive.google.com/file/d/0B8kNS4Jz5Bx9ODlJdWtmakhzLTQ/edit?usp=sharing


lots of color, rainbow forest
https://drive.google.com/file/d/0B8kNS4Jz5Bx9YTlRMVN2YUlEMWM/edit?usp=sharing


final trees
https://drive.google.com/file/d/0B8kNS4Jz5Bx9NHh2NllCcXJhQlU/edit?usp=sharing


first trees
https://drive.google.com/file/d/0B8kNS4Jz5Bx9SlU0VHlYOUxKMG8/edit?usp=sharing

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