Tuesday, 29 November 2011


Not really work but this blew my mind...

Game looks amazing and the mechanics behind the "cross-link" device are very impressive.

Aside from this being an awesome indy game developed by one man, I also wanted to blog it because he also has a Dev blog!

http://www.gunpointgame.com/

Good. to look at for inspiration, since we will be going through the same ringer in coming months
I was having trouble drawing this so I just gave up and decided it would be allot easier just to model it into 3D. Ill be doing that later, but if anyone wants to have a bash at concepting this in 3D, here is all the drawings I have about the backpack:



Made this short clip, which hopefully illustrates how I see the rotation of the levels working. Take it as a concept.


Still image below:


Each level will be a contained cell, the player will have to enter at the start point and finish it by reaching the exit. In the example given I just used doors, one to enter and one to exit. Simple enough, the rotation must be used to enter the final door, when the world is rotated 180 degrees, the door becomes accessible. (When down is up and up is down)

Now, I was totally lost with the level design, without any guidance here I'm going to struggle.

If anyone has level designs, you need to be getting them to me right now, as with the "concepts" out of the way, its about to to start on the level walkthroughs which need to be drawn versions of the final level designs. (for the first section at-least, including the HUB world.)

Other than that, let me know what you think.

I wasn't thinking to much into the style since this was just a concept testing and showing how the rotation could work, interiors will be settled on when I get some level designs.

That's all for now. 

Monday, 28 November 2011

/chortle. 

Sunday, 27 November 2011


Wednesday, 23 November 2011

We've made a Key for naming elements of the world, to save confusion (or cause it..). What me and Harry spoke about.

- Levels are the playable puzzels the player will have to solve, being the rotating rooms.
- Inter-Sections are the corridoors and pathways that join each level together and will be used mainly for story progression and emersion.
- Zones are how we define the theme of each collection of levels, so the Industrial zone will contain levels and inter-sections of that theme.

The 3 Zones we have decided on are the industrial, medical and victorian themes. (victorian containing study areas and librarys and suchwhat).

Ignore all your previous knowledge of teirs and rooms.




The player will need to enter \ exit levels and intersections, the current notion for this is to use doors. The player must stand infront of a door, pressing the correct key to open and enter, spawning the player in the next levels or intersection.


Potentially we will have other methods of enter and exit, although for now its a door.

The image Harry drew above is just to show the doors are on the back plane of the level, not on the far side pannels.


Thats all for now.


Saturday, 19 November 2011

Had a go at modeling! 


Was just a practice I guess, turned out pretty not good.

I did find a few faults in my drawings though which I can go back and correct, so that's nice.

Not sure what to do with this now, carry on with it and fix his boots and face, add some more detail, texture it (yeah right) or scrap it and start again.

I dunno, its not needed for a 3D model yet so I can put it on the back burner.



Would be nice to get at least a small texture on it, just as a proof of concept. These characters and models will heavily steer our Art Direction with visual clues to  how the game might look, which is why I'm pushing them this early on; as concepts for the GDD.

That's all for now, I'm very tired right now and have been in 3DS Max for so long I'm starting to see the real world in 3 Dimensions....creepy.

Sweet success. 
Now with added Doctor.

This has taken me a long time, still not very happy with the proportions, specifically on the profile which Ive always had trouble with.

Still, I reckon I could use this as a template 3D model, at least the anatomy is sort of correct sort of. Might be a little jimmy in some areas but possible.

Ill have a play later and if anyone wants to use this turnaround for anything go ahead, be-it template or modeling sheet. Assuming its good enough for either of those honors.



Ill be working on the Doctors turn around later, taking a break for now, hopefully get some research into the UI screen up soon as well as an explanation of this game mechanic I've had in mind. (or Skyrim...)

In terms of the design of character, I'm going with this for now since we didn't really speak about it on Mondays lesson. (Minus the steampunk suit which Ill add to the turnaround later)

The body of the character, being stocky and bulky, I would like to keep as is since I've had this look in mind since we started, the actual costume and hair though can easily be changed with this blocked out anatomy as a reference.

So if anyone has any qualms with the costume speak up, else its staying as it is.

That's all for now. 

Sunday, 13 November 2011

Managed to pull myself away from Skyrim long enough to do a little work.


First up is the Vest contraption.


I've seen a few sketches Vi and Harry have done, likeing their ideas Ive bascially stole them and added elements from every design I've seen, resulting in this bad boy:



I like the idea of the backpack overpowering the player, possibly reflecting in the animation showing Harland struggling to lug around such a monster whilst running and jumping effectively, I think that could look cool showing the strain on his face and through his movements.
___

I thought a little but how this contraption actually WOULD function in the game, possibly with animation and the basic structure it will follow is this pattern:

- Machine activates (Adrenaline maxed out / level completed / whatever)

- Cogs turn on the side starting slow, powering the device, steam expelled from the top as the machine begins.

- Needles connected to the players spine, neck and chest being the process of extraction, following the tubes back into the central reservoir tank.

- A process of refinement begins, the excess material is expelled through the hatch to the base of the contraption and the good stuff` is sent to the FINAL storage tank (the small tube located on the side of the device, this is detachable, could be used in later levels to swap in and out full / empty tubes.)

- Finally the process finishes and leaves Harland physically exhausted and in a certain degree of pain. Perhaps his movements for a short while after reflect this. Being so zapped of energy, achieving adrenaline straight after is impossible and therefor a natural cool-down is added to the device to stop Harland being sucked dry. (ha). 
__
Thats bascially your lot for the backpack ideas, I did draw up the final miner concept I wanted to bring in for Mondays lesson, but the fucking file corrupt or something so I dont have it.

Bollocks.

This is all I have to show sadly:


The drawing that was lost was basically this following outfit (minus the steampunk version which I've changed here) but based around the above pencil character, a bit more paunchy and stocky. 


Hopefully Ill have time before the lesson to draw up the final versions of the way I see the miner and Doctor (fuck all other characters) which we can talk about during the lesson anyway.

Ill hopefully be posting again soon, maybe tonight, with a NEW GAME MECHANIC idea I had, but I doubt any of you will read this far so you will never know, which is why its fine for me to just insert words in random places, like brazil nuts.

That's everything, other than some music I found which Adam and Sam might consider:


__I think this could be worked in well, in particular for the wife, possibly her theme. Not this music per-say since i don't think its CREEPY enough, although brazil nuts it does have a weird creepy charm.

Sweet success.






Tuesday, 8 November 2011

Been doing some pretty pictures:



Just a few rough sketches, wasn't really thinking that much and was just drawing away. Nothing Im really happy with, a little generic.


Im going to work on the costume of the chap a little later, I got annoyed that my model looked like Agent 47 so I decide I wanted to pick some hair and facial hair (since I wasn't sure before i started drawing) and for the purposes of voting I have made some handy charts:



OK, admittedly I got a little lost with this and started making jokes. But regardless, my favorite was Mutton Chops and Balding resulting in this chappy: 


Going to draw the miner like this from now on as stock until we come to a decision on Monday. Will be working on the costume later.

Wednesday, 2 November 2011


Just dumping some random sketches really, going to try and do some final character drawings over the weekend so we can nail down finally just how each character is going to look. But Ill see how far I get with that....

Some thoughts on the minder charter, will draw this seriously when I get the chance.

Rough Sketches

Heh, don't really know what I was doing here....they`re still miners though.

Just another rough sketch of the way I see the Doctor looking, want to give him an evil grin, not sure how.

Tuesday, 1 November 2011

Hold fast, I think I may have found the new character for our game:

This is why I prefer my sauce red.

That's right, its HP sauce man.

HP sauce, clearly the most evil of the sauces, I mean, look at that fucking mustache...


"Changing the face of men's health."

Yeah, from healthy to DEAD.