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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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Posted on 02.07.06 by Mike K @ 7:09 am
Hey there sports fans. Our epic saga continues with part 5: The Character(or I’m a little tea pot why are you reading this sub heading like I have something insightful to say e-i-e-i-o)Last we left our hero, he was an eight legged insect. Now he’s an eight legged insect looking for a job!!! ![]() Now, don’t get me wrong, he’s not a bad guy. You see, it’s not you, it’s me. I don’t think it’s going to work out between us. I’ve met someone. As suggested, I’ve de-evolved the spider. Eight legs and webbing is just a bit more detailed of a character than I want to make here. So that means I want to simplify the character. Combine the concept of legs and webbing into a single idea. Of course, that can mean only one thing. Tentamar! The smiling tentacle monster!![]() Alright, no. Not Tentamar. Actually, the character I’m leaning towards is nameless, just like the game. I’m assuming the name of the character and the name of the game will share some elements in common. So anyways, as before, a bunch of random design ideas. Some of the multi-eye monsters you see here were early concepts for a sort of multiplayer monstrosity. ![]() ![]() And the result of it all, something embarrassingly familiar. ![]() A goo ball. Tune in next time for part 6, The Epic Tales of Hypocrisyism. Filed under: Scribbles and PuffBOMB and The Spider Comments: 4 Comments |
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Posted on 02.07.06 by Mike K @ 1:45 am
So we have a character, and certain way the physics work. Cool. I want this game out reasonably soon, so that meant I needed to keep things simple. So minimal amounts of non functional stuff and no heavy animation. I don’t have an art team, just me. So the thought was to make the legs dangle and have shots of webbing shoot out. ![]() And sure, this’ll make some nice still shots, but the character was going to be very nonfunctional looking. It just sort of floats there, and things shoot out of him. Actually, that’s kind of weird. Hmm, trying to rationalize this brings up some odd imagery. ![]() The rope shooting core mechanic works well. To make a spider really work, I’d have had to use his legs more. Looking back, I’d imagine constructing webs through a level for use by your character, vaguely similar to rainbow platforms in Rainbow Islands. But again, this’d be an abstract control, which like PuffBOMB would work best on a mouse. Nope, the scheme here is direct and local to the character. An analog gamepad works well here, which is a goal behind the project. ![]() The solution to my “practical lazyness” seemed to be to de-evolve the character. The design isn’t finalized, but it’s certainly brought up some questions, and provided solutions to functionality problems. Not to mention, opened up several more control possibilities. We’re almost up to date. Don’t miss our exciting next episode. Part 5, The Character. Filed under: Scribbles and PuffBOMB and The Spider Comments: None |
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Posted on 02.07.06 by Mike K @ 1:23 am
And the legend continues. ![]() Now, a spider would make a rather cool game character. Especially in a game about swinging. So I toyed with some designs, keeping in mind a sphere’ish geometric character, as shown in the collision diagram above. The following are some results of that early concept work. ![]() ![]() ![]() And a new one for good measure. ![]() But despite the abundance of designs, I was running into a sort of dilemma coming up with some easy ways to make the character functional. Continued in part 4. Filed under: Scribbles and PuffBOMB and The Spider Comments: None |
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Posted on 02.05.06 by Mike K @ 4:51 pm
And now, part 2. This part I’ll call… Spiderphobia(versus the more correct Arachnophobia. Correctness is wrong)Spiders, spiders, and more spiders. So the game concept I decided to toy with is one I like to call “The Spider”. The concept itself is most similar to the rope platformer Umihara Kawase, a slick game a former employee introduced me to (thanks Gary). In indie land, the closest similar game to that would be Wik. Unlike these games, “The Spider” concept is one more about staying elevated, and not touching the ground. With that, you move around in the game with multiple ropes. So with that in mind, I started hacking together a control prototype with the new PuffBOMB engine, and some interesting things came out of it. ![]() At first I started experimenting with having the scenery act extremely sticky, and created a dense several sphere surrounded sphere character. Dropping them on a sloped surface, despite it’s stickyness, made these nice squishy objects that rolled smoothly down hills. Gish like, almost. Then within a couple minutes of work, I made this in to a control scheme. At this point, I brought my brother on to the project. For him, he was looking for a job, and I was realizing that I was going to need help to get this project done any time soon. So after some discussion and fast food bribery, I had myself an assistant. The game’s rendering code at this time was using plain old 2D Allegro, and with enough objects being drawn at the same time, it was starting to show. So our first order of business was to port the graphics code over to AllegroGL (OpenGL, with Allegro handling input, audio, and all non graphic things). After that was out of the way, Richard was on the task of setting things up so we could build static level content in Blender. So, an exporter and bare bones renderer later, we had 3D scenery in a 2D game. ![]() I continued with some rope experiments. The first being an awful stick to an old position scheme. As a useful game mechanic, not a chance. The only plus about this one was it could nicely show off wrapping ropes around scenery, by sticking yourself and walking off an edge. The next variation was the more expected and actually decent one, ballistics. Aim and shoot. A shot flies out, and sticks to the scenery. Nice. ![]() With this in there, things controlled great. With an analog stick to aim, things flowed. And with two ropes to support you, you could make some really fantastic and smooth moves around a map. ![]() So yes, ropes are a go. At this point, the game seems to move and flow like a Wik with two tongues. Being a bit of an artist, my next big concern was how the character would look. Artistically, and given how I’d like it to control, the spider as a character has it’s problems. So, after a short debate, the spider game character was ditched. However, since the control scheme it still vaguely spider like, we’ve kept “The Spider” name as our working title, until we have a final name. Now, what the character has become… in part 3. Filed under: PuffBOMB and The Spider Comments: 1 Comment |
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