Ok, first off, The Great White Destroyer is now “pay what you want” with a minimum entry of $1. Now I just have to contact every other place the game is for sale at to work it out. Communication, how I loath thee!
Red Ice. I’ve been recently working on the “Hiss” team, you can guess what they’ll look like. Or, just look at some pics. Here’s a concept rough, was working out different patterns and combinations.
Here’s what the Hiss fat guy skater looks like.
Bad Mountain. It’s coming along slowly but surely. I’ve got the first boss functional, he’s got a pool of 15 attacks, 4 of which are randomly chosen for the encounter.
I’ve also gotten the first Quest Room up and running.
The player is treated to some absurd scenario, they go get/do X, bring it back for Y. This quest here is to retrieve “Princess”, a unique cavecoon. If you say yes to that, she shows up somewhere on the first floor. After a fight, pick up her unconscious body and head back to the quest room, where you are rewarded with a special item that’s not on the random drop tables.
Speaking of random drop tables, I did some rework on those. I’ve broken the greater table into smaller tiers to match up with the level structure.
I added a few new items as well. The Pink Bow(previously mentioned quest reward) is a durable head gear that prevents knockouts from cave-ins. Skull Bombs came about from one of the first boss’s attacks. It’s like a regular bomb, but it throws bone chunks outward in 8 directions when it blows up. Flare Bombs aren’t entirely finished, you can guess what they do.
Ok, getting long here. Last but not least, check out Brash Monkey’s Spriter, especially if you’re into 2D art and animation. You bet your ass I’m donating to that endeavor.
Current Status
-Pimping The Great White Destroyer v1.3b-
-Red Ice-
-Red Ice-
-"Death Pants"-
Showing posts with label bad. Show all posts
Showing posts with label bad. Show all posts
Sunday, April 1, 2012
Wednesday, June 9, 2010
Contrasaurus and mining hats.
I've been contracted by STRd6 to do artwork for their game Contrasaurus. They'd like me to tell you to check out their story document and a demo mockup of the game in action. The links will be below, you must have a HTML5 Canvas compatible browser, like Firefox, Safari, Chrome or Opera.
Prototype Demo http://contrasaurus.strd6.com/
Plot Story Fun Time http://docs.google.com/View?id=dfbxkqk5_798t6nk6cz
I'm enjoying myself with it, the wacked out story hits me the right way, and I love 2d shooters, plus dinosaurs! AND Reagan!
On the flipside, here's some headgear action for our old man Beardy.



I've also gotten more done with YGTShaft, but I'll leave that for Friday.
Prototype Demo http://contrasaurus.strd6.com/
Plot Story Fun Time http://docs.google.com/View?id=dfbxkqk5_798t6nk6cz
I'm enjoying myself with it, the wacked out story hits me the right way, and I love 2d shooters, plus dinosaurs! AND Reagan!
On the flipside, here's some headgear action for our old man Beardy.
I've also gotten more done with YGTShaft, but I'll leave that for Friday.
Wednesday, June 2, 2010
Texturing results and something else.
Texture Teusday yielded 3 textured objects, the Stickaxe, Old Pickaxe, and Fine Pickaxe. Some of the Fine texture was from the Old one, saving some time. Pictures.



Each of those textures are 64x64. You really only see them from a distance, so no need to sap the memory.
Also, I've been piddling around with a 2D game, a little here, a little there. I'm calling it You Got The Shaft as of now. I've got some animations for the main character done and working. Also his platforming physics are working. More details as they are fleshed out, so heres a pic. It's small, tile based 16x16, more oldschool.
Each of those textures are 64x64. You really only see them from a distance, so no need to sap the memory.
Also, I've been piddling around with a 2D game, a little here, a little there. I'm calling it You Got The Shaft as of now. I've got some animations for the main character done and working. Also his platforming physics are working. More details as they are fleshed out, so heres a pic. It's small, tile based 16x16, more oldschool.
Monday, May 31, 2010
Concept Monday
Yep. So I worked on concepts for the collectable items, like bones, roots, precious stones, etc. Here they are.



The precious stone meshes will be reused with different maps to reflect the material and worth. Same goes with the nugget, chunk, ore, and slab. Those will be shared for the different metals.
Also, happy memorial day! Thanks to all you troops out there, dead and alive, for your years of service to the country and it's citizenry. Stay safe folks.
The precious stone meshes will be reused with different maps to reflect the material and worth. Same goes with the nugget, chunk, ore, and slab. Those will be shared for the different metals.
Also, happy memorial day! Thanks to all you troops out there, dead and alive, for your years of service to the country and it's citizenry. Stay safe folks.
Friday, May 28, 2010
Wednesday, May 26, 2010
Random drop tables, shipment of pickaxes.
Yep, been working on random drop tables today. everything from precious stones to metal, power-ups and tools. Not much to say about it yet. All is not lost for blog however.
Art dropped off a shipment of fresh pickaxe meshes today, thanks much dooood! Here's some pics. In order, Fang, Old, Fine, Throwing.




I think I'm going to institute a rule on myself called "Texture Teusdays". I work on nothing but textures on Teusday, pretty self explanatory. I've got Bad Eye and these axes to pretty up, don't want to get too buried.
Art dropped off a shipment of fresh pickaxe meshes today, thanks much dooood! Here's some pics. In order, Fang, Old, Fine, Throwing.
I think I'm going to institute a rule on myself called "Texture Teusdays". I work on nothing but textures on Teusday, pretty self explanatory. I've got Bad Eye and these axes to pretty up, don't want to get too buried.
Monday, May 24, 2010
Scripting items, a ghost also.
Got most of those food items scripted in game, I think two of them don't do what they're supposed to yet, no problem, just some number juggling. This leaves me no real visuals to present, so here's a ghost.

They mostly come out when a dead body is disturbed, their only real attack is haunting you, where they take up residence in your body. Having to much of this going on can yield different results, from simple frights to mild possession.
They mostly come out when a dead body is disturbed, their only real attack is haunting you, where they take up residence in your body. Having to much of this going on can yield different results, from simple frights to mild possession.
Saturday, May 22, 2010
??Saturday Bullcrap?? More Food!
No Bullcrap vid this time, not really enough moving stuff to show off, I don't think anyone wants to see a buffalo burger spin in circles for a minute or so. Anyhow, a few more food items, a bottle of Snake Oil, and a Sugared Rabbit Foot. PIC!

Ok, so these food items are power-up items, so let me tell you what they'll do for good ol' Beardy. These all have a minute long duration. Testing may change some of this of course.
Buffalo Burger - Raises attack power, movement speed is unaffected by large items.
Chicken Feet - Increases movement speed and you are immune to slow effects.
Turtle Jerky - Stamina is increased, immune to pain, cannot be knocked out, cannot be dazed.
Sugared Rabbit Foot - Increases luck, zero cave-ins.
Snake Oil - Faster stamina regeneration, cures poison and cold.
I managed to get some of the item pick-up code into place, the item spins, you walk into it and it destroys itself. This all prompted me to get the player stat variables in order to begin passing these effects onto the player.
Alright, have a good weekend.
Ok, so these food items are power-up items, so let me tell you what they'll do for good ol' Beardy. These all have a minute long duration. Testing may change some of this of course.
Buffalo Burger - Raises attack power, movement speed is unaffected by large items.
Chicken Feet - Increases movement speed and you are immune to slow effects.
Turtle Jerky - Stamina is increased, immune to pain, cannot be knocked out, cannot be dazed.
Sugared Rabbit Foot - Increases luck, zero cave-ins.
Snake Oil - Faster stamina regeneration, cures poison and cold.
I managed to get some of the item pick-up code into place, the item spins, you walk into it and it destroys itself. This all prompted me to get the player stat variables in order to begin passing these effects onto the player.
Alright, have a good weekend.
Wednesday, May 19, 2010
Strange Food
Been modeling some of the powerups for BM. Pictured below, from left to right, Buffalo Burger, Chicken Feet, and Turtle Jerky. Oh, that's the Crush Axe I mentioned some posts back, never had a pic of it, so there you go.

I'm wanting to get a few more items done and start coding the drop tables and actual items/effects themselves.
I'm wanting to get a few more items done and start coding the drop tables and actual items/effects themselves.
Wednesday, May 12, 2010
Sand everywhere!
No, I'm not at the beach. I finished up the Sand Wall block, it is fully functional. When you destroy them, they destroy other sand wall blocks that neighbor them in a chain reaction.

I did the Crush Axe texture today, no pic, silly 3DS renders it wonky. Also started texturing Beardy.
I did the Crush Axe texture today, no pic, silly 3DS renders it wonky. Also started texturing Beardy.
Monday, May 10, 2010
Dirty Particles
Got particles working for the dirt wall block, looks good too. In motion anyway. There are two that fire off, one for the debree and another for kicking up a dust cloud. Until Friday, here's a pic.

Currently working on the sand wall block, got the model done, just need to texture and get it in game. After that I think I'll texture up Beardy(whom is all rigged up thanks to Jay) and that Crushaxe(thanks to Art) which is pictured below.
Currently working on the sand wall block, got the model done, just need to texture and get it in game. After that I think I'll texture up Beardy(whom is all rigged up thanks to Jay) and that Crushaxe(thanks to Art) which is pictured below.
Friday, May 7, 2010
Wednesday, May 5, 2010
Easier floors.
YES! Forget that tile crap, Unity has terrain. You paint your textures onto it, well, some kind of alpha layers allow multiple textures to show through, I think. Anyway, it's pretty awesome, a ton of freedom for little texture memory cost. A picture perhaps? Yep.

Terrain does more as well, geometry like trees or rocks, grass, very cool.
Terrain does more as well, geometry like trees or rocks, grass, very cool.
Monday, May 3, 2010
Mummies and shark.
I've taken a few days to give The Great White Destroyer a little love, so not much has been done on Bad Mountain. That's why I try to have crap put back, so it's Mummified Miner time, DUR dur DUUURRRR!

As for shark, I added a few more edibles in the Eat This section of the website, and other things I won't mention until later.
As for shark, I added a few more edibles in the Eat This section of the website, and other things I won't mention until later.
Saturday, May 1, 2010
Wednesday, April 28, 2010
Bad Eye design finalized.
You remember that rough concept some weeks ago, here's the character model sheet.

I've done some optimizing on that wall, less polys thanks to some tips from Jay. Also have another wall chunket done, have done specular and bump for it, plus bump for that first wall. Currently working on floor tiles. I'll most likely video it all up for Friday.
I've done some optimizing on that wall, less polys thanks to some tips from Jay. Also have another wall chunket done, have done specular and bump for it, plus bump for that first wall. Currently working on floor tiles. I'll most likely video it all up for Friday.
Monday, April 26, 2010
More Explosives.
Yes, but just 3 more.
You best face this one forward, the BFF bomb.

The POW Keg, nothing fancy, just a very large explosion.

The Stink Bomb. Fling crap everywhere, repels some monsters and humans in general.

Also, here's a pic of some wall action.

I plan to finish up another wall chunk and then do some floor tiles.
You best face this one forward, the BFF bomb.
The POW Keg, nothing fancy, just a very large explosion.
The Stink Bomb. Fling crap everywhere, repels some monsters and humans in general.
Also, here's a pic of some wall action.
I plan to finish up another wall chunk and then do some floor tiles.
Friday, April 23, 2010
Friday Bullcrap, Explosives
Ahhhh I said I was going to do Unity stuff, but was still in a concepting mindframe, so I went with that instead. Here's three tools from the explosives set.
Dynamite, your standard explosive.

The Crossblow! It shoots explosions out in 4 directions.

A Bomb. Covers more ground than dynamite, and the blast direction can be effected by walls.

Perhaps I'll lay out some floor tile action and start modeling some of that.
Have a good weekend!
Dynamite, your standard explosive.
The Crossblow! It shoots explosions out in 4 directions.
A Bomb. Covers more ground than dynamite, and the blast direction can be effected by walls.
Perhaps I'll lay out some floor tile action and start modeling some of that.
Have a good weekend!
Wednesday, April 21, 2010
More damn pickaxes, sorta.
They're more like special tools that do the same thing, only better, but with limited uses.
Here's the Fang, a double headed pickaxe, the best digging without sacrificing speed.

The Crushaxe is heavy, noisy, and powerful.

Finally, the Throwing Pick. The weakest of the pickaxes, but you got distance and speed.

I've already got a round of explosives concepted out, but gotta save some stuff back, don't want the blog content well to run dry. I think the next couple of days I'll return to Unity and scripting.
Here's the Fang, a double headed pickaxe, the best digging without sacrificing speed.
The Crushaxe is heavy, noisy, and powerful.
Finally, the Throwing Pick. The weakest of the pickaxes, but you got distance and speed.
I've already got a round of explosives concepted out, but gotta save some stuff back, don't want the blog content well to run dry. I think the next couple of days I'll return to Unity and scripting.
Monday, April 19, 2010
Pickaxes
That's what I got. These three serve as your primary digging tools. You start with the Stickaxe, but that is replaced with the Old Pickaxe and/or Fine Pickaxe. All are upgrade-able and will never break.
Here's the Stickaxe, it's your starter tool, crappy.

Here's an Old Pickaxe, sorta rusty. Better than a Stickaxe.

Then there's a Fine Pickaxe, only one of the finest products brought to you by Fine Co. Oooh, nice leather grip, better than that p.o.s. Old Pickaxe.

I'm on to some explosives now. Wheeeeee!
Here's the Stickaxe, it's your starter tool, crappy.
Here's an Old Pickaxe, sorta rusty. Better than a Stickaxe.
Then there's a Fine Pickaxe, only one of the finest products brought to you by Fine Co. Oooh, nice leather grip, better than that p.o.s. Old Pickaxe.
I'm on to some explosives now. Wheeeeee!
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