Taking part in the make games cometition D to make a 2 button game.
I’ve been watching Game of Thrones so I got knights n archers on the brain.
Here’s a concept piece heavily inspired by the behemoth artist Dan Paladin.
Testing some Ideas for a background for Block Boy. Fears are that the concept of having chains might introduce dynamic chains for game play ( begin scary sequence now ).
It’s hard to place what style or era, genre this could go. but I’m feeling the chains, and the darkness. The contrast between the platforms and the background is super appealing for me, would be really awesome if you could climb up a thicker chain! or if you tugged on a chain you got ammo for some kind of gun! OH YEAH!
the second bg test, easier to implement but doesn’t look as cool as the first. Think it might be because there’s less contrast, and just less things. It gave me a cool idea though: players position affects blocks in the wall. so you can make blocks extrude out the wall with your x position, but they also retract. ie. position.x % 5 == 0 then extrude, if pos.x % 5 && 10 then (retract if extruded), maybe could be some kind of puzzle, where set blocks get extruded depending on your proximity to them so the stage only shows when you close enough, could be interesting.
My Attempts at making more hand painted style trees, still not totally happy with the result. I don’t like that there’s no shaddow on the lower leaves.
Next I’ll try hand place the meshes inside a 3d package and then do some shadow baking, hopefully getting the desired result.
this is a more different Tree, using handplaced mesh with baked in soft shadows. Thinking of putting leaves back in, maybe.
Moving away from the Tron look towards something more natural. Here’s a screenshot of the ground texture, which I’ll then blend with some other textures to get variance, specially around the base of building objects on the ground.I know Prototypes are generally artless, but I want to increase my skills in all areas, so practicing painting isn’t a waste because well it’s practice. building 3d model same goes for building 3d models, rigging an animating any of the assets in a prototype, the other thing about good assets, is that they can be reused. ground textures are prototype agnostic, that’s why I don’t mind spending time on it. Along with the fact that I get lost in the activity of painting, some call it cloud Nine.
This was a lot of fun to do, and BB ( wow this name needs to change now – if you have any suggestions on what to call it, leave it in the comments of the game page ) continues to be my favorite prototype that I’ve made so far.
Added, bows and arrows ( read cubes and rectangles )as well as a shield to block incoming attacks, along with the portal! and some random other bugs, I mean features.
Added in some trees, they also blow in the wind 🙂
After browsing the game art forums, I was inspired to paint some rocks. It’s very relaxing and the concept of time begins to dissapear as you paint shapes and visualise forms, then fill in the shadows and highlights. Oh and also looking at real world and game reference helps too 🙂 the journey of more practice continues:
Tried to do some landscape painting, need more practice, and theory. I find I get stuck with what colours I’m supposed to be picking. For things that are supposed to be green, or red. Like normal clouds are white, but in a sunrise they take on different colours, etc. need more observation skills and colour studies. MORE PRACTICE required.
Trying to upgrade my environment skills, I’ve done one environment before this, and so quite happy that I actually painted something that can be identified as one. This one took far too long to make for what it is and so can definitely say that I need to + speed.
Here’s the progression:
>After viewing some inspiring lighting tutorials, I decided to go ahead and do an exercise to see what I could do with my new knowledge, I love the ambient occlusion hack I’ve learnt, It’s great.
Render took 40sec’s, with a decent computer it would come way down. Pretty happy with the quality for a 40 second render. Having problems with the shadow casting…