Monday, April 30, 2012

Okay I will admit it I got a little side tracked with Guild Wars 2 open beta last weekend. All I really got done over the week was some sketches of the characters and how the game would work:

Basically I am envisioning the phone being held sort of like controller and the player can aim using either both thumbs or in a position like this with a surface to rest it on (knees, a table).

As for Guild Wars 2 it was pretty good, could still use some polish but really not bad for a beta. I can see it coming out in a couple more months easy!

Wednesday, April 25, 2012

Alright, kicking things off fast with Supernatural Defense, we have base sprites finished, the fort is in place and the backgrounds work. I am now working on enemies, projectiles and an intro screen. At the moment I have just finished the werewolf animations, and am working on the other two enemies. The interface comes last this time around.

So all in all I would say the art side of things is a little over halfway done (maybe even nearing 3/4 done).

Saturday, April 21, 2012

So it seems my work on Legion of Devagog is complete for now. I have put it on hold to work on another project called Supernatural Defense. It is a base defense game where the player must choose the correct weapons to prevail against various foes. Here is some initial concept art:
I actually had created this background for another game... but that seems to have been discontinued so I see no reason why I can't use those backgrounds for this game (especially since they were mine in the first place haha).

Monday, April 16, 2012

Revised and improved mockup: Added green circles and dots to simulate player selecting unit and moving it (the circles may also designate a target to move to). The train button darkens to simulate a click. And there is now a main menu in the demo that simulates a player saving and resuming the game. The end where the enemy concedes was mainly just to shorten the demo, though it is not a bad idea to implement in the real game.

The mockup still runs a little fast, as if an expert player is playing it. However, it is a lot slower than it originally was (I almost halved the frame-rate to slow it down from the original, because you had to watch it a few times to catch everything going on).

Wednesday, April 11, 2012

Well, module 9 seems to have went over fairly well, though the instructor said I could tune up my game mockup a bit more. Still 91 out of 100 in the workshop is not bad at all!

Also, I have decided to add a new page to my portfolio to display my game design endeavors:
http://www.wix.com/dracon852001/csinclairportfolio#!game-projects
Please check it out, I plan to put the best of my game assets there as I create them, though you will see some of them here on this blog as well. I hope to continue sharing my design endeavors, thanks for reading/viewing, I will continue to update at least once a week.

In other news, my birthday is coming up, so I fully plan to slack off a bit and give myself something nice; perhaps pre-order guild wars 2 lol.

Friday, April 6, 2012

Yes I am still alive, just a bit distracted still. I will turn Module 9, the final module for the workshop this Sunday. Then I will work on art for the extras I had planned for the game. The new art is looking good, I will link to it when I have everything organized and set up. It has been a great ride and I am looking forward to seeing the art come together and come to life in a game!