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Some Activity, At Last

11/12/2014

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For those of you who haven't been aware, this year was kind of nuked by some very serious family health issues. Thanks to those who enquired and lent moral support. It's meant a lot.

However, the dust is settling a bit now, and though things aren't 'over' by a long shot, there's enough time and mental energy to actually be able to engage with this whole 'making a game' thing. 

I promised back in the summer, when our household's gates of hell were opening and spewing forth all manner of evils, that I'd show off a few pre-pro shots to show what I'm aiming for in terms of visuals. Well, things have moved on a bit since then, and not all of it is relevant any more. That said, the mood and tone is still exactly what is intended, so it's still relevant. Here goes:

That's all well and good. Some 2D art showing off what a 2D game will look like, right? Woot. 

Actually, no. Since all the unpleasantness has fragmented my time to a marked degree this year, I've taken it upon myself to reconsider various aspects of the game. Most specifically, whether it is 2D or 3D. 

I took some time to learn 3D modelling. And now the game is 3D. Splines are being used as I said they would be right at the start, and allow you to move around complex 3D landscapes without having to be a camera-man as well as a game-player.

So, now the game looks like this:
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That Demon looks really rather nice when it roars and looks at you. The path to the right curves around into the distance, and you can walk around the level as it all rotates rather prettily. 

At the moment, I'm re-implementing the weird rule-systems of the game, reintegrating death/exhaustion and status changes, and will then be going back to those regions and 3D-ing them so that they are in the game, with all of their weird interactive bits intact.

It's getting there.

Oh - as an aside, a huge thank you to whoever it was who pointed out I had lost my way. I had. I'm back now.
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    Author

    Fluttermind’s director, Dene Carter, is a games industry veteran of over 25 years, and co-founder of Big Blue Box Studios, creators of the Fable franchise for the XBox and XBox 360.

    Dene takes great pride in doing every aspect of game-creation entirely by himself. Nobody knows why.

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