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: 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.
21 Comments
Dene Carter
11/12/2014 12:13:58 pm
Maaaaaybe.
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Name
11/12/2014 12:40:11 pm
My comments were perhaps a bit less constructive than the one mentioned at the end of this post, but I like to think they were equally motivating. Ahem.
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Name
11/12/2014 12:42:45 pm
Oh my goodness, it's so interesting to see all the comments on your previous posts. So many of them were incredibly insightful! A couple were even pragmatic.
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Ideaer
11/13/2014 06:14:59 am
Oh! Idea. Why not make... (shhh) the entire island a giant demon! Oooooohhhh....
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Grump
11/14/2014 11:52:18 am
This is almost as bad as animusic 3 and that eden world builder update
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Rotflolmao
11/16/2014 01:26:27 am
That lighthouse is not conical enough. And the red stripes are too small. Other than that, though this looks great!
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RePLy
11/19/2014 06:46:47 am
Big butts big butts big butts
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It's so great to see that you're back up and running and that your personal life is heading towards some semblance of normality, hopefully.. Not that I know you of course.. But I do know your work and literally cannot wait for this to come out! Currently just collected the jet pack in Inco for the second time around! It's almost better the second time and more importantly two years on since I first completed it.. Anyway.. These are my thoughts..
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Dene
12/7/2014 12:22:11 am
Thanks very much for that. Glad you enjoyed Incoboto. It's the first game I made where I am surprised when I replay it (I often forget how the puzzles were solved). It was also the first proper level design I've done since about 1990!
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Wub
12/13/2014 12:38:57 pm
Hurry the F up
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Teel
1/18/2015 01:49:06 am
Hey, at least this isn't as bad as that Eden World Builder update...
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Grump
1/18/2015 01:54:45 am
Glad to see someone of my mindset
Dene
1/18/2015 02:16:20 am
Well the constant prodding does force me to do updates to the website a little more often. I keep forgetting that not everyone is on Twitter (which is where I post most stuff).
Humbug
1/5/2015 05:58:29 am
Hey, now that 2014 is over, you can go ahead and release that game
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Bumpy
1/12/2015 12:35:24 pm
Another update for the new year, please! I can only manage patience with constant tempering of my desire through frequent content updates.
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Teel
1/18/2015 02:08:22 am
I heard some of your music for this on Soundcloud:
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Dene
1/18/2015 02:59:34 am
Oh - thanks for the Marconi Union tip. Really like it!
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Dene
1/18/2015 02:59:09 am
I can see why you'd want some bigger, bassier stuff for Demon encounters. It is worth noting that they aren't going to be boss battles. The idea is more that they are initially this terrifying presence that makes itself known throughout the game in a 'scary ghost' kind of way, and that as you learn more about how the world works, you learn to 'defeat' them through ritual and gain their wishes. They're largely not even visible until you've learned some magic.
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AuthorFluttermind’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. Archives
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