So I was just informed yesterday that the deadline to enter the Westwood College Game Design contest is August 1st (we had heard that there were doubts a contest would even take place, now we get a 2 week notice basically)... My partner has requested some tile work to be done but was thinking it would be more an October finish with her current progress.
I look forward to submitting whatever we have, but I really hope we can get at least a few levels done for a demo and not just the single one we currently have. My next course of action is to ask my partner in this project to focus on extra levels for now... use the AI and such we have so far. It would be better to present as full a game as we can in my opinion.
As for other misc things, Guild Wars 2 beta is looking beautiful for this last event. RvR seems much more balanced and the new races and their areas are looking awesome too. Can't wait for the release next month. Also, I polished up that sketch I did, the lines mostly became guidelines and I painted under them then removed the sketchy stuff. Still could use a little polish, maybe a background as well:
Saturday, July 21, 2012
Friday, July 13, 2012
Sorry no updates for this week, and maybe the next. I can tell you the programmer currently is working on the AI and paths for troops on Legion of Devagog though. Other than that it is a slow time at the moment, in between projects and hitting the job searching more. I look forward to another guild wars 2 beta on the 20th though (and the release of the game on august 28th)!
Friday, July 6, 2012
Sunday, July 1, 2012
Final king finished, and all are assigned to their lands:
On the programming side of things we have save/load finished. Things seem to be moving slowly but it is still progress. The programmer for Supernatural Defense seems to have gone AWOL on me, so that project is dead in the water. In the meantime I might work on one of those special units for Legion of Devagog and other random projects.
So next update may be a bit late, but you never know.
On the programming side of things we have save/load finished. Things seem to be moving slowly but it is still progress. The programmer for Supernatural Defense seems to have gone AWOL on me, so that project is dead in the water. In the meantime I might work on one of those special units for Legion of Devagog and other random projects.
So next update may be a bit late, but you never know.
Tuesday, June 26, 2012
Alrighty, so I have all but one king/boss done for Legion of Devagog. Here they are:
The names are just something I can up with on the fly, so they may or may not change. One is a dwarf king, the one that is missing will be a black knight type king/queen, the only one where a face is not visible most likely. After each level a dialog will come up with the face of one of the kings and tell the player a bit more of the story and maybe a little of the next area; they will also thank the player for freeing them from dark magic.
I also added a piece to my portfolio that I did for fun and to increase my skills, a void knight type character: http://dracon852001.wix.com/csinclairportfolio#!2d-art/albumphotos4=0
That's all for this week, look forward to doing the last king and maybe some more random concepts for the coming week.
The names are just something I can up with on the fly, so they may or may not change. One is a dwarf king, the one that is missing will be a black knight type king/queen, the only one where a face is not visible most likely. After each level a dialog will come up with the face of one of the kings and tell the player a bit more of the story and maybe a little of the next area; they will also thank the player for freeing them from dark magic.
I also added a piece to my portfolio that I did for fun and to increase my skills, a void knight type character: http://dracon852001.wix.com/csinclairportfolio#!2d-art/albumphotos4=0
That's all for this week, look forward to doing the last king and maybe some more random concepts for the coming week.
Thursday, June 21, 2012
Last week I said I would be doing some game art, but there was a death in the family and the service was a couple days ago. So art kind of got put on hold, sorry readers. I did update one of my portfolio pieces though, defined the edges better and just improved the entire thing in my opinion. Check her out at http://dracon852001.wix.com/csinclairportfolio#!2d-art/albumphotos4=3
She is my favorite character from a game called League of Legends, so they get credit for the original idea, but I decided to create my own work with her midway between her human and dragon form.
Hopefully I will feel up to doing some more work next week. I have decided to pay more attention to my art skills due to a presentation I watched from Westwood. They had examples of what should be done (yes) and what isn't good enough (no). I kind of thought my art fell into the maybe pile, I think it is good, but with some more attention my art could become awesome. Got to stop spending so much time watching netflix and gaming haha.
She is my favorite character from a game called League of Legends, so they get credit for the original idea, but I decided to create my own work with her midway between her human and dragon form.
Hopefully I will feel up to doing some more work next week. I have decided to pay more attention to my art skills due to a presentation I watched from Westwood. They had examples of what should be done (yes) and what isn't good enough (no). I kind of thought my art fell into the maybe pile, I think it is good, but with some more attention my art could become awesome. Got to stop spending so much time watching netflix and gaming haha.
Sunday, June 17, 2012
So, I have all the levels finished. My final two levels are Lavascars and Devagog's Castle. The shrine levels are all relatively the same setup though I was hoping to have the troops at each shrine have certain effects on them possibly.
Lavascars:
For Lavascars I want to have environmental hazards. The lava will come up at random intervals making troop movement more complicated. The player will have to time when to move troops into battle, and possibly even draw enemy troops into traps to progress. The ultimate goal still being to storm the castle of course.
Devagog's Castle:
For the final battle I want it to be the biggest army seen yet stationed outside the castle (so it starts sort of like a shrine battle). The player will have to engage this first, and after a set time reinforcements would start spawning like they do on normal maps. Every troop should count, each choice carefully considered. Also I was thinking about adding shrine power-ups to help beat the level. For example the player could call upon the sword shrine to strengthen an attack for short time, or combine all shrine power-ups to make a smaller force much more effective etc. There will be no obstacles on this map, just two mighty forces clashing on an open field.
That's all for this week. Next week I am thinking about making some portraits for the kings of each land to go with some end text. Just trying to keep busy and add more to the game.
Lavascars:
Devagog's Castle:
For the final battle I want it to be the biggest army seen yet stationed outside the castle (so it starts sort of like a shrine battle). The player will have to engage this first, and after a set time reinforcements would start spawning like they do on normal maps. Every troop should count, each choice carefully considered. Also I was thinking about adding shrine power-ups to help beat the level. For example the player could call upon the sword shrine to strengthen an attack for short time, or combine all shrine power-ups to make a smaller force much more effective etc. There will be no obstacles on this map, just two mighty forces clashing on an open field.
That's all for this week. Next week I am thinking about making some portraits for the kings of each land to go with some end text. Just trying to keep busy and add more to the game.
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