Now where will that guy sit?
Here’s a measly graphics update just so I can #screenshotsaturday something.
I finished cleaning up the mess I did on RPGAutomata and I’m thinking of writing some technical stuff about it. Making an infographic about it is actually hard.
Aside from Sextinction, I’m working on a commercial flash game — the type with blood and gore — this February.
The Birth of a Spam App
This, my friends, is how I am planning to go viral and get rich. Make an easy game. Then have all the dialogs in the game tell you to “Share to your friends”. Meanwhile, you store the player’s user ids for selling to black market user id fetishists.
(This is the compromise I have to do for eschewing pixel art while keeping the project schedule realistic)
Oops, I rhymed.
This here is the draft screenie for the first scene of LoveHateGame. Everything inside the non-gray area is the player’s viewport (it’s a little photoshop trick I learned from my former artist officemates).
The gameplay is now slightly different than the last post. I’ll explain it later after I make the 2nd scene.
Still I’m a little bit worried about the number of sprites this scene might animate considering most of the things here are alive — the trees, the grass, the sea breeze, the sea, the sky and most specially the people. I want this scene to feel alive because this might be one of the few scenes the player will interact with. Everything in this scene must be enough for the player to feel the whole game.
1st Sketch, A lot of wasted space below the horizon
I was trying to get a grip of the grass overlooking the sea concept. I would have taken the easy way and silhouetted the art style but this would make the world dull and sad. I also wanted to make the player feel like a distance observer for the player hence the long road leading to the tree, but with this I’ll have to draw the avatar and other people smaller and that might be a problem.
The tree will be an integral part of the game and would reflect the player’s progress. As time goes the tree will shed until it withers.
I had this idea about a 3d game where the player tries to rescue a girl confined in a box. Did my initial sketches in Flash and all of it were crap. I couldn’t imagine good enough gameplay or athmosphere for it to be compelling.
So I scrapped the idea and worked on something a little mainstream: a generic platform game with a twist (like all of them do). The twist is that the player doesn’t directly control the avatar. Throughout the game you or the avatar will converse and “understand” each other.
I’m not exactly sure where this is headed but I am going to stick to a few guidelines:
1. Stay away from puzzles. The game shouldn’t be something you have to solve.
2. Control the scope. I have limited resources so I have to keep things manageable.
3. No pixel art. Not this time. 🙂
After taking a crack at it I created my heroine. A little girl wearing a big red shirt. The red and black reminds me of the girls from Abandon and The Path, haven’t played both of them though.