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Posted on 07.22.06 by Mike K @ 1:26 pm
Due to the request of a compilation Classic PuffBOMB will be a part of, I’ve collected various bits of concept art and sketches from 2003 and 2004. Given that the game was a solo effort, and completely dependent on my art skill, it’s no “Art of Warcraft 3″ style giant happy book of fantastic reference doodles. No sir. Instead, it’s just 4 collections of “learner artist” scribbles depicting some sort of character evolution. And here they are. 2003 Concept Art ![]() 2004 Concept Art ![]() ![]() ![]() Filed under: Scribbles and PuffBOMB Comments: 2 Comments |
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Posted on 06.23.06 by Mike K @ 9:38 pm
The project progresses. We’re busy preparing a pitch-able playable of the game that we’ll be pitchely pitching to potential pitch-able people pretty pitching soon. I’ll have less riddles and more to say about that in a few weeks. Also, I’ve silently (and finally) put together a MacOS X version of PuffBOMB. Sadly, it’s only for Power PC based Mac’s running Panther (10.3) or better. I don’t have an Intel Mac, so I don’t know if it runs under Rosetta. I’ve also done some minor bug fixing with the Windows version (Dual Core friendly now), and made a slight improvement to the background (subtle teaser to your right, can you tell the difference?). This was inspired by and for something I’ll talk about soon (NDA). As for other fun things, I’ve been toying with videos! I recorded gameplay demonstration movies of the infamous PuffBOMB, and one of a other lesser known prototype game of mine, Zooble. Zooble - 2004 Game Prototype Classic PuffBOMB - 2003 Game Prototype (revised in 2005) I’ll probably encode more historic game videos later. I do have a couple prototype progress videos of the current stuff, but I’m sitting on those until we sign something. And now I’m off to see if I can safely upgrade and “fix” my spam problem here. I temporarily disable commenting,that way I wouldn’t have wake up every morning and delete Viagra, Home Insurance/Mortgages, Casinos, Poker, and whatever other crap I’ve been manually filtering. Manual sucks. Filed under: Stuffing and PuffBOMB and Zooble Comments: None |
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Posted on 03.10.06 by Mike K @ 3:26 pm
In the mag and on the coverdisk of PC Gamer UK’s March 2006 issue. The Puffiest BOMB of them all.
Filed under: PuffBOMB and In The Media Comments: 2 Comments |
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Posted on 02.26.06 by Mike K @ 12:55 am
Low fat disposable hats present, part 7: A Sunset in StoneWhich is probably quite warm, despite the cold imagery of anything in stone…… Why are you looking at me like that?Okay, I wanted an epic name to finish my cheesy little series of updates. Then it’s actual updates when they happen!!! Wow! That actually makes this a blog, instead of story time! But I like story time …So back to the technical. Don’t worry, I’ll put a stupid image at the end to better transition artfulness to technicallityfullness. Way back, I mentioned the engine used the monkey of a library AllegroGL, as a wrapper to hardware, and OpenGL. Well, some time in December, we decided we couldn’t stand the instability of AllegroGL. Yes, AllegroGL, the not so updated piece of honk honk is unstable. I’m actually impressed the game worked at all. I had to disable deletion and destruction of any GL or related objects so the game wouldn’t crash on exit, and trust XP to handle all the recovery of memory. It was that bad. So eventually, on and off busy with some other obligation, the code was ported and made a tad more generic as we moved to SDL/OpenGL. Hurah. And an exciting story that was. And wow, that’s it? We’re all caught up!! Okay, well, I guess we’ve been building some tools as well. These past few weeks, Richard has been working on the object editor. Collision/Spring placement is all there now, and he’s started working on our little interface for associating display polygons with these fancy collision thingies we can make. ![]() Sophisticated looking isn’t it? So, soon we’ll be playing with and building game content. Then there’s me. As mentioned last time, I’m working on art stuffs at the moment. I gave myself a crash course in Blender, and I seem to have that reasonably well figured out. Though, I wish the scaling via the normals feature was a tad less destructive. Anyways, prior to that, I’ve been toying with game mechanics, and fixing stuff to make the editing interface work. One item from the mechanic playing was switching to a segmented rope, instead of just the big spring between point A and point B. ![]() Visually it’s nice, as it’s all bendy, curvy and swingy. But what you can’t see in this image, is that compared to the old rope, this one’s functionality is crap. So, it appears Umihara Kawase got it right, with the stiff rope that bends only when it crosses collision. Unfortunately that means a bunch more work, making the rope a really special case in the engine’s design. There’s also this *other* gameplay element I’ve been toying with, with some encouraging success. But I’m going to be an ass, and sit on it for now. I’ll try not to tease it like it’s some super clever gameplay element or something. It’s more of an “oh! hey cool!” type mechanic, than a “Holy shoe!” type mechanic. That’s right, shoe. And there it is. You’re caught up. I’m experimenting with art stuffs now, so expect something on that front to pop up. I can’t vouch for exact days or frequency of updates. Every couple weeks though, there should be something. Or just RSS me, and know. RSS, it’s an ESP for us non psychics. And, your wacky image. ![]() Have a good week. Filed under: Scribbles and PuffBOMB and The Spider Comments: 3 Comments |
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Posted on 02.25.06 by Mike K @ 2:01 am
Cream soda kung fu presents, part 6: The Epic Tales of HypocrisyismViewer discretion is advised.![]() So, right now, the current evolution of the character is this said goo blob thing. It shoots these tentacles/appendages out and swings, like any good monkey should. However, for as long as I’ve been thinking about going with a gooey character, I’d been concerned about the Gishness factor. This “factor” is what I’m calling all the references to Gish. Comments like “reminds me of Gish”, “very Gish like”, or “gross, there’s Gish in my coffee”. To test this theory (and to indulge in positive commentary), I shared a gameplay video with several friends. But despite its complete lack of hard/soft/sticky gameplay, the Gishness comments were there. Damn. How appropriate though, given I poked fun at another Gishlike experience, back in the early days of this blog. Good job Mike. The gold star of suck is yours. Still, I’d be getting those references even if I went with a spider character. Moving on. ![]() But there is a reason I’m sticking with the dynamic gooey character idea. The best part about random goo entities, is they totally make sense to have unexplained things growing out of it, not just tentacles. ![]() Well, “totally” is pushing it, but it’s ether goo or a magical tire… or perhaps a magical orange. But they don’t make as much sense, that is, without the over use of “magic” as the explanation. Magic limbs, magic trees, magic game crashes. No bugs here, just magic features. But hey, it’s still early development, and nothing is really finalized. I’m currently working on establishing the art style, so more artful thing should pop up in the next few weeks. Or maybe. Just maybe, I’ll find what the game really needs is a potato character that lacks self confidence. ![]() Stay tuned for the finale, as I get us technically up to date in: Part 7, a Sunset in Stone. (See, that’s clever and epic sounding. Set in stone, sunset, get it? No? Oh dear.)Filed under: Scribbles and PuffBOMB and The Spider Comments: None |
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Well, I’m not going to let the month go by without posting something. After all, I have been doing much stuff. Not so much round up, but many many other things.













