Current Status

-Pimping The Great White Destroyer v1.3b-
-Red Ice-
-"Death Pants"-
Showing posts with label character. Show all posts
Showing posts with label character. Show all posts

Sunday, April 1, 2012

Stuff gets worked on.

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.

Saturday, November 5, 2011

Red Ice, "Death Pants"

So what's up with me, you may be wondering. Well, I've pretty much been doing artwork for a couple projects, Red Ice and "Death Pants"(name WILL change).

Red Ice is an action/arcade style hockey game that the gentile fellas at STRd6 are cooking up. They've got me arting it up all over the place! I'm putting up most of the work on my Imgur account, take a look see if you like. Also, you can play the prototype of Red Ice with an HTML5 compatible browser here. You'll need a gamepad btw.

"Death Pants" is a running game that me and several other fellows are putting together, I'm on art duty here as well. Nothing to show officially yet, but expect much more info in the future.

Working on my own projects has pretty much slowed to a crawl at the moment, the plate is full. Apologies to those who look forward to them being updated regularly.

If anyone has any questions, feel free to ask. Thanks for stopping by.

Saturday, October 16, 2010

A slug and a bug.

Working on some characters for this new venture to nail down the art style. Got a couple finished ones here. I'll be hashing out a good handfull more while throwing down crap on paper, then I'll actually start putting some game together. Trying to decide on doing single player first and adapting multi later, or just start multi. Ahhh anyway, characters.


Monday, June 21, 2010

Where'd Friday go?

Had a busy weekend with family, didn't really have the time to work in a video. So it's Monday!

I've done some gameplay tweaks to YGTS, blocks that come down on your head will now deal you damage and break if they pin you, I still have to make the "Ouch my effin noggin'!" animation for it. I've also set up a sample stage 1 to test out the falling block aspect, I need to get an enemy in there to test that out as well.

Since last Wednesday I've gotten a few animation done for Contrasaurus, namely the soldier death and soldier bit in half. It's not that gory, which is a change for me, I would have geysered that stuff, rainbow(all red) even! Today I worked on a style sheet for the Contrasaur himself. It's got 3 different designs with 3 different color patterns and a couple hue swaps.



So the client looks it over and tells me what they like from where, and then I make up a new one which should be close to OR the final design. I don't think Tyranobee is a very strong contender, but I may use that myself somewhere down the road.

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.

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.

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.

Friday, April 16, 2010

Friday Bullcrap, less video

No vid, just pics. Today I have this...


And my good friend Jay is currently modeling Beardy, here's a pic of that...


He's around 2400 polys at the moment.

I've already started drawing up items and I'll most likely do another character before going back to the coding/scripting.

Everyone have a good weekend.

Wednesday, April 14, 2010

Old alien model finally serves purpose!:O

Ok, to test out the model importing in unity, I dug up an old alien I did years ago to throw in there. It's a smooth process for certain, this singular picture is my only proof!


Also, I have completed a model sheet for old Beardy. It's pretty bare bones but will hopefully do the job for now.


I want to get a few more things drawn up before going back to the game script itself. Working on Rabid Cavecoon and some items, such as pickaxes and dynamite.

Monday, April 5, 2010

Dumbass.

That's me. I got the collision detection working. My problem, I was translating the object's position using the Transform class instead of using the CharacterController class. Hurf durf! Anyway, I'll most likely work on the game camera next, get it to change it's position on the fly when a wall comes between it and the player.

Here's some progress on Beardy, I think the one on the far right is what form I want him to have. I've been working on boiling him down into simpler shapes, there are some small signs of that in this pic.

Monday, March 29, 2010

Beardy has a beard.

Here are some roughs for the main character, Beardy. Was trying to find a look for him face wise obviously. Anyhow, the story so far on him, he's returned to Bad Mountain after all these years(it kicked his ass when he was younger) to dig out it's black heart, and also to loot it. He has gambling debts and bar tabs that need paid, and some new teeth would be nice, maybe a swank suit and an estate of his own.


Did some shark business today, and attempted to start prototyping the controls for this thing in Unity. I need to print some stuff off to have in front of me, having trouble keeping all this new info sorted mentally.