Followers

Sunday, 24 September 2017

Panic Induced Progress

So it's going well.

I have a level sorted for the 2D side scroller, and I'm slowly getting more art in it.

The downside to this is that I'm not seeing how the combat performs outside of the testing area.

It's bad.

But I've little time to fuss about that now, I'm racing to get as much polish on the art as possible, after that I'll make sure that the combat is 100% what it needs to be, or I'm purposing it to be a pure platforming experience, which is absolutely NOT what I want to do.

I'm also in talks to try and get a little bit of audio for my previous project about the bard character.

It completely compromises my artistic integrity, but then I can't guarantee I had any in the first place, so in for a penny.

I hope you're happy, Jim and Josh.


Here's a very early shot of the level with minimal lighting, but it's getting there.

Hopefully it'll get more colour soon, and I can begin to completely remake the combat mechanics from scratch. Sounds fun, I know.

Sunday, 17 September 2017

Life takes a while

So what have I been up to with so much time between updates? Here's an abridged series of my summer;

- Trying to find work
- Trying to have a roof over my head
- Getting part time work
- Having no money for the electricity bill
- University sites closed, or I'm at work
- Get job in Industry , now full time Mon-Fri
- Work as much as I can while trying to pay electricity bill
- Pay electricity bill
- Set up an internet contract
- Now it's September

So it's been a real uphill struggle, but I've been doing as much as I can to make a\ fast paced side scroller. Why this, and not building on top of my previous project?

Because my Masters is all about creating a solid flow with controls. It's about tapping into an innate sense of fun. I've had play testers tell me my previous project worked, what more can I gain from that? I couldn't think of adding anything new to it, other than more of the same. So, I wanted to make something new.

My first project focused on navigation, how the player moves from place to place. My next was entirely about combating obstacles head on. So I decided that my new project would become a mix of the 2 different styles.

I chose a 2D sidescroller because, design wise, I only had 2 dimensions to worry about. With my schedule being full enough as it is, I needed to save time for making the mechanics shine. I spent a lot of time last year playing Bloodborne and Kingdom Hearts on the PS4, so I took a hack and slash approach inspired by them. The characters abilities are based on fishing hooks, taken from where I come from, Fleetwood in Blackpool.

All together, the core mechanics are there. The player can run, jump, attack, grapple ledges, enemies and execute special attacks. So far, it's fun.

But then I've done absolutely 0 playtesting, an error I need to fix, and SOON. Otherwise I'll be out of pocket 20 nuggets.

So what's my focus for now? Polish.

The character feels fun to play, and all of their functions work without error. It's time for environments, particles and a proper level.

I really hope it's not too late to pull this back.

Bard

A doozy of an update!

So I’ve decided to start my side-scroller project! Although I really enjoy working on my Bard game, I wanted to try something new and this seemed like the perfect opportunity!


After some head bashing and research, I decided that this project would be themed around a Ye Olde setting, which starts in a fishing village. I knew from the start I wanted a lighthouse to be the aim of the level, so I based everything around that. With this in mind I did some research into games that follow a similar theme and created some moodboards to help broaden my idea.


From this research I started to mock-up the game in UE4, I started by adding in a double jump and a wall jump. Character movement is also very crucial to this games design, so I changed how quickly the player can move and how high she can jump. 


Wall Jump

Then came the tougher stuff, I put in some attacks that affect the player, making them hop and jump back when attacked. As I couldn't visualise how she would navigate the level until the character was designed, I had to wait until I'd modelled, rigged and animated her.

From here I needed a character, I asked Becky to help concept the protagonist. The character design had to look rogue-ish as I thought it'd be fun to make a dual wielding character. I gave her loose instructions and she came back with this:


With these quick sketches, I 3D modelled a character that was very much out of my comfort zone, I'm used to making float-y armed characters that have a large head. I made two copies of this model and squished her to make the style more charming. 


After UVing the smaller one, I set this to Becky to texture whilst I rigged the character. Below are some WIP shots of the texture work: 





Two days passed and I was still trying to get the skeleton to work, I had to decide to make some changes to this design. I ran into trouble with making the hips animate right and with a deadline looming I'd rather have this done. So I went back to what I know, and tweaked the design to fit with what I'm comfortable with. 


Then came some problems with the style. It was really difficult to translate the poofy pants into the new style and sadly they had top get scrapped. After some humming and ha-ing Becky managed to find a design that looked cool and worked! So off I went to model it!


Here's a screenshot of an older model: