Welcome to another mid week musing with me. This is hopefully the last ever blog on this website we are hopefully launching a new site in the coming week. It will be our more permanent URL and we loving the design of it . We are trying to keep it similar to this in format. Now into the meat of the actual blog I have been busy finishing off the air temple. Meshes are nearly all in and things are looking good the few things that are left are decorations and will make things look lovely. Things like flags , boxes ice snow decorations like that really. I have been moving on a good bit ahead and we are now into the white boxing of the Desert that will be after the next temple in the ocean. Things are moving nicely along now and we have only 2 sections left to really white box out. Then we should be good to have a full play through of the game and judge the time with just player movement and puzzles. We will then populate the game with the respective enemies and play through repeatedly to get a good judge on time as we set up the ground work for the story.
Hey guys and welcome to another mid week blog from meself. How you guys keeping...... thats good to hear...... any way enough about u guys more about what I been up ta this week. First of all we have officially started making the levels complete in the air temple and are "flying" through them. It is a breath of fresh air to be working like this again and makes me feel good to see alot of development on my side and dans side at the same time. I have been busy working on the air temple meshes and that made it as the screen shot Saturday last week . I am using the kit bashing system to build these level's unlike the fire temple. The reason for this is the fire temple needed each cave wall to look semi unique and the kit for that would be as extensive as making each peace hence why I went with the make each piece method. So I have a set of walls decoration and stuff that I am building the levels with and making any custom pieces that may be needed for each level such as giant cauldron or furnace. Above is a WIP shot of one of the levels with lighting that I am doing for the scene. It is a bit hard to see but the lighting softly transitions from the cool of the outside to the hot orange of the (box) furnace on the other end.
In other news I watched the season finale for american horror story hotel last night and was left feeling good about the ending they tied up every loose end nicely and in a fashion that matched the show as a whole. I would totally recommend a watch if you are old enough to watch it as it can be quite graphic at times. Well thats me done until Sunday Until then Have fun :D New year and new work ahead for BBG. We had a great time on our first year and met some of our idles and showed off our game at a convention. These were pretty big steps for our first year and means we gotta try go bigger and better this year ! I have been hitting the ground running pretty hard since we came back on Monday and have been busy modelling and designing things for Reprieve. Things are moving fast as I have some new enemies and items already modeled and moving onto modelling environments for the rest of the week. Over the Christmas we had a convo about our first main boss battle and how to make it better and more enjoyable and to reduce as many bug's sue to him being huge on a pretty big level but it still caused clipping and other problems like turning. So I came up with a design rework that would work better for the boss battle. As he is wearing a heavy chain after the player finds the boss I thought about actually using this to help guide the way the battle takes place. He is no longer a free roaming giant that can crush you very easily now he is chained to the right hand side of the screen launching attacks at the player as the player battles to get close enough to damage him. The other things I have done this week is designed out the cool climbing section in the air temple that leads to the boss fight. This will be on a giant Quetzalcoatl statue and the player must battle their way up the body to progress. It will be a mixture of puzzles and battles and should be fun way to display you are climbing a HUGE tower for the fight. Above shows one of the entrances for the Air Temple area. It depicts one of the enemies that will be found within the temple walls and no he will not be that big as an enemy this is only a gate way :D
I have also done up my new years resolution list and it is to do with sculpting, drawing and release a game for commercial release !!! I will be back Sunday to muse you all up a notch! Until then Have fun! Yup as the post says Christmas is lurching over us like............ the butler from The Addams family. Now that it is approaching I thought we could have a bit of fun over at BBG and we are making a quick little Christmas game for mobile. I am doing the art like no ones business and coming up with the style that works best for it. I originally started off with a flat flash based style in my head but it looked gank. So then I started to look around and there was a minimalist style that we both liked but in practice it still looked a bit meh with a lack luster finish. So messing with styles and stuff I came up with a crumpled paper look that Is coming together nicely. As we have a week to really put all this together from now we are hitting the floor running. The game is based on Santa delivering gifts to kids. But we have a fun way of doing this that is mobile friendly in terms of controls and replay-ability. So here is Santa in all his papery goodness. I have a lot more made and will be shown at Screen Shot Saturday.
Until Then Have Fun !!! Hey guys! Sorry for a late blog. I have been busy with many projects lately so I dunno what to talk about. I might as well talk about reprieve stuff as its our main game. I have been working on new particle effects that will company the main attacks to give them more of a feel of Evelyn actually throwing something. Things like small sparks and effects that will emit from her hand. The problem with that was I did it with a particle effect and things looked swish ..... but the thing with unity particle effects is once something has a rotation that rotation is the only way the effect will be spawned in at facing. This is a bit of an issue when the attack is coming from her hand but going into her body. So this could not actually go into the game. I then spent most of the day working around with quads in unity and creating a script that cycles though a sprite sheet to give the animated effect. Its not the best vid I could take and the effect is not fully finished but it gives you the idea that this effect can be moved and rotated freely without worrying about the particles.
Im quite happy with it so far and when its all done and appearing out of her hands it will be awesome. I will be back on Sunday for Sunday musings! Until then! Have fun !!! It's a sad sad day as Dan will be leaving us tomorrow :( for a week as he is off to poland! So welcome again to another personal blog from me! I will start by saying we have progressed a lot in the last while by making it our of the air temple and now we have officially finished the water temple white box we are progressing nicely. New area's mean new enemies and new architecture. So with the Progress we made I am up to modelling the air temple. I came up with 3 designs The third is the final design we settled on as we are basing this civilization loosely on the Aztecs and this style fits in most with there architecture. The scale of this tower will be immense and the Player will be dwarfed by it.
I have also been making new particles for attacks and Designing a new mobile game that we may put into the pipe lines in the near future! Not much more to report only that next week I will be off my self on holiday to disney land.........eeeeeeeeeeeeeep :D Cannot wait for it. Until Next time Have fun!
Come on we all love a 4 day week, but it does slow down productivity a tad.
I have been modelling some floating isle's today and yesterday. It is going swimmingly and for the keen eyes out there I will be putting in a certain floating island as a Easter egg. I had to go to Dublin yesterday to get a new pc chair, as my old chair of like 7 years died over the weekend. Its up in the big chair cloud in the sky now. New chair means new butt groove.
Put on a pot of coffee Dan this may take a while.
Apart from day's off and travelling I have been making effects for star jump such as rainbow clouds and explosions. The game is looking and playing great and should be on the stores ASAP. As Dan is dealing with another project at the minute it may take a little bit longer then we planned but its getting there. Apart from that I was playing around more with Mario Maker and here is a few of my new levels.
Hope you all enjoyed the long weekend it was a needed break to recharge some batteries.
I will be here for Sunday musings so please join me on your Sunday to have a read and chill with some tunes that we select for you. Until then Have fun! Yay!
I t was my birthday Monday and I got a copy of Super Mario Maker :D I am loving it even though I just unlocked the under water stuff and have sooooo much more to unlock . I love the whole aspect of quick easy level design and seeing others take on what a good mario level is. Sadly I have played alot of crap levels to as some people think they know designs but have no clue and basically give the player a "Safe Space" to finish the level through with no worries of ever being hit. This and them stupid automatic levels -_- "O hey I got a game cant wait to play it.... o look the level plays it self......... well im bored" was my reaction to a 10 Mario challenge with like 5 of these levels in it. Come on people look at the classic Mario's and say to your self would my level fit in with these or am I just filling a screen with coins and the end goal cause I am so cool :D. Ok OK rant over :D but in all fairness I love this game and every minute of it so far was great fun. Now onto what I have been up to. Well I have moved out of the fire temple briefly to give my self a "REPRIEVE" from working in it. Things are getting done it still but I have moved onto stuff like texturing the chain climber and modelling out the houses that will populate the floating isle's on our way up to the Air Temple. October approaches and that means the best of best things TAX -_- the part of owning your own business that sucks more then a dyson. Let me tell you they dont loose suction... not even a sausage. So what have I been up to. Well I had to do alot of crap in town for the Tax and am awaiting a meeting next week so yay boredom. Now onto the fun stuff!! I have been creating like no ones business. New enemies including the skull dude for the fire temple that Dan has got fully implemented. Also a new magma blob enemy that cannot be defeated as he is just magma. So all you can do is cool him off for a minute then he is right back in the fight! So far this week I have been texturing the fire temple and I am starting to get into a good stride and will have alot done by the time Sunday musings comes around. So keep your peepers on the look out for that. I have also sketched up a good bit of the next section of the game and me and Dan have discussed what is going into the next temple to be whiteboxed. This will be the Water temple... we will try to make it fun XD. On other news I have been watching Rick and Morty over the 2 weeks and I am loving it <3 I will be back on Sunday to Muse :D
Until Then Have Fun!!! Hey guys and welcome to another mid week musing with me! It has been a busy week with more design work, this time its been designing new levels for the transition between temples. The way i do this is to sketch the level multiple times on paper extremely roughly as a guide to what we would like to see in the level. Many pieces of paper later we reach our final design that we are happy with testing in game with a white boxed version. This saves a ton of time with making levels playable and it lets us run through the levels clearly in our heads within a couple of minutes and not an hour or 2 later by white boxing them together. As you can see it is very rough but it gets our designs well on the way and sections can be scribbled over and replaced within seconds of figuring out "This ain't fun" or "This wont even work".
I have also been busy recreating our GUI to look more hand painted. We are trying this as we feel that the hyper realistic version of the GUI can look a bit out of place at times and is hard to read. This comes with a whole new way of us displaying health, mana and stamina. This will give the Gui a less intrusive look and feel and makes it more compact. I will be in charge of Sunday musings this week so buckled up for that fiasco :) Until then Have Fun! |
Adrian's SpaceThis will be the place for the cool kids. I will be posting up the things i am doing in the games we make. Maybe a few tutorials if you lovelies would like some. Archives
February 2016
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