I have made contact with the programmer for Supernatural defense and he says things are going well, but the base defenses are not tracking properly. Some design compromises might need to be made but I told him to try and get the original design to work. As such the mockup was put on hold due to this, but I will keep in touch and I have all the elements ready to go except sounds. For now here is how I envision a screenshot of the game to look:
Just a simple hp indicator in the upper left corner with some way to track score and progress on the bottom of the screen. We also see the holy water cannon selected and being put to use on a demon. Some refinements may yet be made, but for now this will be the basis for my mockup should my programmer get those turrets to work correctly.
Sunday, May 13, 2012
Tuesday, May 8, 2012
Sorry for the slow updates... I always seem to slow down a bit towards the end of a project (mainly to let my partners catch up it seems, since usually one should probably rush to finish the game when near the end). The art is fairly quick with simpler games where one knows details will be less noticeable due to screen size. Currently all that is left is to get some sounds and make a mockup of the game, maybe a couple interface elements. This week I revisited another old project that should do nicely for the intro screen to this game:
We have our werewolf silhouetted by the moon and various creatures in the background, I always figured the best way to introduce a game is to show a player the enemy first. Of course, previews of the scenery are not a bad idea either. This actually started as an illustrator file (vector art), I decided to make the werewolf softer and more like a painting though with my tablet and Photoshop.
Anyways, I am still waiting to hear back on the progress from the programmer, hopefully I get news soon. C ya next week!
Anyways, I am still waiting to hear back on the progress from the programmer, hopefully I get news soon. C ya next week!
Friday, May 4, 2012
Sprite animations complete! Upper left/center is Fae units, far right are demons and lower left are werewolves. We should now have everything we need for a basic game: enemies, a map with various time settings, a base with defenses, and projectiles to kill the enemies.
Next up is finishing up the very basic interface which should include a health bar for the player, a wave counter, and maybe a score indicator. Also I need to work on an intro screen and various sounds to go with these animations.
Supernatural Defense is moving right along, and I can't wait to hear what updates my programmer has on the project.
Next up is finishing up the very basic interface which should include a health bar for the player, a wave counter, and maybe a score indicator. Also I need to work on an intro screen and various sounds to go with these animations.
Supernatural Defense is moving right along, and I can't wait to hear what updates my programmer has on the project.
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!
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).
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).
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).
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).
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