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Long time pass & I didn't post any uptades, so here they are:
• New name: "WRECK". It's way more shorter, and it goes with the atmosphere of the (future) game.
• New style: Pixel, low resolution. Characters playables are no taller than 24px. Why the change?, well for various reasons, reducing time of elaboration primarily. On the other hand, the low resolution makes easier to feel the wrecking atmosphere, and the lack of detail allows the player to imagine the world more freely.
• Script: I had throw the most part of the old one, but I have keep the most important keyscripts (?) & linked the story in a more simple way. The old script will be the Lore in the game, and for mantaining the things a bit casual & enjoyables, I will put little bits of the lore like Dark Souls, in the description of the weapons, or in NPC chat. (But not like Diablo II, maybe one joke about that).
I will keep the game in three acts, and the first one will be like a demo. with one or two bosses. Nothing to long, just to introduce the story.
Here is the presentation of the Logo. Maybe when starts the game, a similar picture will appear, probably not this, but something scripted and ready to play. (INo menu is intended, doubleclick to the exe, and play!)
Here there is a chart with the "graphics" of the game. As I can't (or want) do the sprite for every item equipped, the axis of representation is moved to category of items (0, 1, 2, 3, & 4). As the player can eqquip any item, the sprites are made in a way that sprites can be combined, giving the sensation of change when equiping something.
Here are some animations at 300%:
Pixeltest - Carmored (Scavengers) 400%:
To make it readable, it needs to be open in a new tab.
Originally, there was also an extra armor; an exoesqueleton. Maybe in the future could be introduced again.
Previously in "Game Aesthetic", I reveal the final style that will be handled in the game
-You can find: F.A.Q. / R+D / Workflow.
This note focuses on showing the first prototypes of this trancition:
from the style used on the "Visual concept" to the Ingame style.
This table will contain all the enemies that can be found in the game. I will be completing it, as time passes. However:
While I plan to design 42 basic enemies in total (not counting Bosses), It's quite possibly that i will have to trim the scope of the task to overcome at least the prototype phase, finishing only the first 18, maybe 20, and left the rest for the future.
Riding the wave of transparency, behold the mighty chart:
Anyway, i want to emphasize that despite enemies are being separated in categories, such separation wont be real ingame. Yeah, they will be shown in progression. However:
Each category responds more to the frequency of occurrence, determinated by the visited area.
It should be understood more as a guide, than a division rule:
In previous notes said the game while "beat em up side scrolling" would not be linear progression but dynamic, where each stage represents a sector on the map. For example, we could say that in an industry sector, may appear more workers automatons and scavengers than civil automatons.
For animations look correct, as the gif was so big, i have to chip it.
Ok, now, i have encounter many problems with the sprites in movement. Later i will edit this post to show the new bodies and style to fix this:
Previously in "Story Flashes", i show some examples of quotes for npc dialogue,
trying to light up a little the history and context inside the game.
The ingame style it will be Pixel Art.
.: F.A.Q :.
1:. So, what happens with the visual concepts?
As a proto-professional (with no legal credits) I can say that the visual concept has to contain a lot of (visual) information so it can describe the concept. Yeah, It is not necessary to achieve a degree of neatness and detail as the latest concepts that i have made, just enough to serve as a guide of the intended form.
Now, when it's time to achieve a sintetic form, it's better to start with a lot of information, so one can vary the sketches subtracting information. This saves time and effort.
2:. Are there any reason to choose PixelArt from other styles?
Actually yes. On one side, the visual texture of the pixel aesthetic is very interesting to develop in a post-apocalyptic theme, because it adds that grittiness, dirty effect/ambient that otherwise would be more difficult to achieve.
On the other hand, the lack of resolution, working conditions with synthetic forms, which can be used as texture detail not seen but appreciated. Then, with few visual resources (lines and points) can achieve "more with less".
There is a third reason, which has to do with the speed of production and the number of objects that should be designed for the game (the game besides being a beat 'em up, has elements of rpg, openworld, and crafting system).
.: Research + Development :.
While I have some experience doing basic animations and i'm familiar with the process of analog-digital animation,
I have never approached the realization of animations in pixelart.
As proto-professional, I find it necessary to do a bit of R + D, before I start this great task:
After a brief survey, I have to mention Fabrazz's video "How to do Pixel Art: Basics", as he quickly explained what i need to know; Color, Lighting, and especially what the F*** is a "Jaggie".
.: WorkFlow :.
I'll explain a lot of things with infographics, so get used to it.
In this scheme, R & D result experience has been systematized in the form of a chain process:
Once it elucidated how to proceed, it becomes a method to increase the efficiency of the workflow.
Right click and open in a new window to see better!
Damn, always happens the same. I had prepared something for robot day, but always misstake the day.
Anyway, it doesnt matter now, fortunately, I'm always making robots.
Next time i won't forget, Robot Day,
>> "i'm watching you.." <<.
# BOSS Scavenger (Mecha)
Short quotes, that explain the Historic Context of the game..
Quote # 1:
..."The world was rule for a long time, if not a lifetime, for 2 large industrial centers: The Red, and the Blue industries. While at first they were just regular companies, its success led them began a fierce competition to see who managed to dominate the market. Over time, its popularity and the level of consumer loyalty growed large enough to become Corporations-states.
Long time ago, about 100 years ago if I remember correctly, States could not agree in which direction it had to turn the screw. Red industry insisted that it should be in the clockwise direction, while the Blue industry trumpeted otherwise. Altought there were diplomatic attempts to calm the waters, the dispute ended by bursting into the"Great War of the Screw", or what currently known as “The Screw-up War”..."
- “The beginig of the End”, Old tales form the Wiseman.
... "Well, look, just so you can understand, I will have to explain a bit of history:
As the war spread more than expected, the population started to fall drastically. The initial response to the situation was to compensate the losses, increasing production of automatons. Unfortunately, this became part of the problem.So, both sides began a fierce technology race in hopes of gaining an advantage that tip the balance in their favor.The major achievement was the development of a new technology which is based on the generation of energy WITHOUT combustion.Imagine that it would have caused a new industrial revolution! It could have completely replaced the steam technology!
The worst problem is that it never left the experimental phase. And to make things a little more, because of fear of industrial espionage, investigations were conducted in secret labs and due to the final outcome that the war had never been found.Damn, if only we could find those laboratories! We could reactivate the development of such technology and prepare prototypes that can help us to repel what is threatening us. ... "
-Head of Research.
... "No one knows exactly which side was winning at the end of the war. Some say it was the Red side. Others say it was the Blue. All we know, were the facts. I guess, in a desperate attempt to avoid defeat, the losing side launched a global response, where multiple missile did the rest. The Tech inside this missiles must have been ultra-secret, because in each impact, it caused a massive electromagnetic wave wich wiped out all circuits. All the devices were shutted down, permanently. Finally, they managed to end the Great War, thus became the end of the world as we knew it. Most of our machines, if not all, became useless. I am ashamed of what I have to say, but, the last vestiges of the great era, ended up being just junk. ... "
-“The beginig of the End”, Old tales form the Wiseman.
... "The only positive thing we got from the war, was that the few who stayed, we learned the lesson very well. Whatever that was the reason to start the war it was forgotten, and after several days we seek peace. We were ready to rebuild, and in the long term we'd achieved it, if not that just 2 months of the blackout, automatons turned on ...
Until this day, I still don’t understand, why don’t we suspect about it, if the other things were not able to turn on yet. Excited, we approach to the automatons, only for discover that they did not have good intentions at all.
We don’t understand how this it happening, and for me, it doesn’t matter. The only thing we must to understand, is that we are being exterminated, because unlike us, they never rest in their task. …”
Urban Graffity #1:
..." There is no hope now. The revolution of the machines is finally here..."
Urban Graffity #2:
..." They are not what they seem to be, the truth is out there..."
.:If you find any mistake in the drafting or misspellings, send me a PM to fix it. Thanks in advance:.
Hello there!, this is an artwork for BreakPoint, a hack and slash game, i'm developing. Such as I have no idea how to program, I am taking the time to improve the idea and the game mechanics. Meanwhile I'm creating (in a very slowly way) artworks of some concepts of game characters. And maybe for the future kickstarter project.
In this post, I will try to show (my way) to do an artwork, from sketch to the final piece. Hopefully, you will be able to see the different changes that determine the final evolution of the work.
The process will be shown in a reverse direction, from the newest to the oldest, so you can appreciate the latest changes.
Stage 3 - Paint
I will show it with low quality :(
Stage 2 - Sketch
Stage 1 - Rough
Stage 0 - QuickRough
0:: Idea (Best on paper)