Yesterday I took the day off to work on some home improvement projects which stretched well into today. Unfortunately, after checking my to-do schedule on the game tonight I realized this break threw a wrench into my entering the RPG Maker contest on time. While I could've put something together at the last minute the quality would have been unacceptable for submission.
So what does this mean?
1) The mini-game will in fact become a demo of the first level for the game.
2) Full game will be a single-player experience for PC with gameplay length of anywhere from 8-10 hours.
3) Game will be created using Unity or Cryengine.
4) Dev logs will be updated on a weekly basis with the occasional update during the week. This will lead to better quality posts with the occasional video added.
That's all I have for now I'm afraid, besides a few odd ideas swirling around here and there. If you have any questions or comments please let me know in the space below. I will get back to you as soon as possible.
Thanks for reading
Echo0
Monday, June 23, 2014
Saturday, June 21, 2014
Dev Log | 014 | Bad Guys and Start Screens
Mainly a laid back clean-up and polish day. Here's the fruit of it.
It's a movie and game night for me so thanks for reading and have a good evening.
Echo0
Echo0
Friday, June 20, 2014
Dev Log | 013 | Start Screen Set-up #01
Had problems thinking up enemy concepts today so I thought this would be the perfect time to step away for a moment and get some work done on the start screen.
This chest and variants of it will be seen throughout the game by the player. It will also be a base for the chest holding the spellcaster's lost item.
Thanks for reading
Echo0
This chest and variants of it will be seen throughout the game by the player. It will also be a base for the chest holding the spellcaster's lost item.
Thanks for reading
Echo0
Thursday, June 19, 2014
Wednesday, June 18, 2014
Dev Log | 011 | Item Concept Sketch-up #02
Here's version #02 of a couple items plus a new bounce pad.
That's it for today. Next I think I'll try my hand again on some enemies.
Thanks for reading.
Echo0
That's it for today. Next I think I'll try my hand again on some enemies.
Thanks for reading.
Echo0
Tuesday, June 17, 2014
Dev Log | 010 | Game Design Document v.#1
Here's what I have so far. Very much a work in progress.
Project Ghost
June 2014
Demo/Mini-game
Project Ghost is a third-person RPG Platformer
Overview
Project Ghost is about a spellcaster who travels a magic world looking for something he lost.
Gameplay
Using classic RPG and Platformer elements, the player will be able to cast spells, use potions, and summon monsters to crave his way through enemies and a sometimes hostile environment.
Player Mindset
Player will have an adventurous and playful mindset while playing the game. It is the hopes of the developer that they will have a laugh or two sometime during their gameplay.
Technical
Screens
Title Screen- First thing seen by player that they can interact with
Start- Start a new game
Continue- If existing save file is available, player can continue from the place they/game
saved
Exit- Exit the start screen
Options- Adjust sound levels, contrast, and screen resolution
Level Select- Player can go back to any area they've been to before
Game
Inventory- Storage for usable items, collectibles, currency. etc.
Stats- Info regarding Hero, Summons, Enemy combatants, etc.
Next Level- Continue on to next level
Extras- Art, Cosmetic items, Behind-the-scenes, etc.
End Credits- Software, credits, and thanks to all those involved in project
Controls/Mechanics
Movement- Standard player movements(w,a,s, and d) including but not limited to: dodge,
crouch, sneak(tip-toe), climb and swim.
Toolbox- Items and talents open to player at any point in time during gameplay
Ex. Player can use a health potion at any point in time if the following requirements are
met: 1) It is not during a cutscene, 2) the potion is available in inventory, 3) and if
the Hero's health has been depleted.
Playfield- Items and talents only open to player when made available on the playfield
(playfield only assets).
Ex. Player can summon a support character if the following requirements are: 1) If
summon portal is made available on the playfield, 2) if it is not during a cutscene,
3) and if a barrier/puzzle is not blocking player access to summon portal.
Graphics
Style Attributes
Cartoony with contrasting colors. Silhouette of character(s) in-game should be readable from a distance and with black and white value scale. If the textures and silhouettes are off in a black and white color scale they will probably be off in color as well.
Small areas of high detail with large areas of low detail. Too much visual info at once can confused and aggravate the player. By keeping small areas of high detail and large areas of low detail, the player's eye will be attracted to the high detail without being stressed out. This will also allowed for more small "embellishments" to be scattered throughout the level.
In short, less is more in regards to visual interest in the game.
Project Ghost
June 2014
Demo/Mini-game
Project Ghost is a third-person RPG Platformer
Overview
Project Ghost is about a spellcaster who travels a magic world looking for something he lost.
Gameplay
Using classic RPG and Platformer elements, the player will be able to cast spells, use potions, and summon monsters to crave his way through enemies and a sometimes hostile environment.
Player Mindset
Player will have an adventurous and playful mindset while playing the game. It is the hopes of the developer that they will have a laugh or two sometime during their gameplay.
Technical
Screens
Title Screen- First thing seen by player that they can interact with
Start- Start a new game
Continue- If existing save file is available, player can continue from the place they/game
saved
Exit- Exit the start screen
Options- Adjust sound levels, contrast, and screen resolution
Level Select- Player can go back to any area they've been to before
Game
Inventory- Storage for usable items, collectibles, currency. etc.
Stats- Info regarding Hero, Summons, Enemy combatants, etc.
Next Level- Continue on to next level
Extras- Art, Cosmetic items, Behind-the-scenes, etc.
End Credits- Software, credits, and thanks to all those involved in project
Controls/Mechanics
Movement- Standard player movements(w,a,s, and d) including but not limited to: dodge,
crouch, sneak(tip-toe), climb and swim.
Toolbox- Items and talents open to player at any point in time during gameplay
Ex. Player can use a health potion at any point in time if the following requirements are
met: 1) It is not during a cutscene, 2) the potion is available in inventory, 3) and if
the Hero's health has been depleted.
Playfield- Items and talents only open to player when made available on the playfield
(playfield only assets).
Ex. Player can summon a support character if the following requirements are: 1) If
summon portal is made available on the playfield, 2) if it is not during a cutscene,
3) and if a barrier/puzzle is not blocking player access to summon portal.
Graphics
Style Attributes
Cartoony with contrasting colors. Silhouette of character(s) in-game should be readable from a distance and with black and white value scale. If the textures and silhouettes are off in a black and white color scale they will probably be off in color as well.
Small areas of high detail with large areas of low detail. Too much visual info at once can confused and aggravate the player. By keeping small areas of high detail and large areas of low detail, the player's eye will be attracted to the high detail without being stressed out. This will also allowed for more small "embellishments" to be scattered throughout the level.
In short, less is more in regards to visual interest in the game.
Monday, June 16, 2014
Dev Log | 009 | Slate Concept #03
Definitely went too crazy with the ink on this one.
Can't seem to get the right look either no matter how many times I draw him. Oh well, I'll come back to it again later with some fresh eyes.
Thanks for reading.
Echo0
Can't seem to get the right look either no matter how many times I draw him. Oh well, I'll come back to it again later with some fresh eyes.
Thanks for reading.
Echo0
Sunday, June 15, 2014
Dev Log | 008 | Slate Concept #02
This post is dedicated to the support character summon Slate. I was able to squeeze in a few minutes today to create his first "workable" concept for the game as well as the item concepts in the previous post.
Nothing much too say except I should have some more time during the week for this and the others hopefully.
Thanks for reading.
Echo0
Nothing much too say except I should have some more time during the week for this and the others hopefully.
Thanks for reading.
Echo0
Dev Log | 007 | Item Concept Sketch-up #01
Hello. After a rather interesting (and stressful) weekend I'm back with some rough concepts.
Here's to hoping things get back to permitting a steady, productive workflow.
Thanks for reading.
Echo0
Here's to hoping things get back to permitting a steady, productive workflow.
Thanks for reading.
Echo0
Saturday, June 14, 2014
Dev Log | 006 | Storyboard Sketch-up #02
Here are the new (but late) storyboards for the game. Unfortunately things came up that needed to be addressed so I apologize for that. Anyway, here they are.
So, I'll probably be doing an extra post today or tomorrow to make up for yesterday. Honestly though, it depends on what shenanigans go on today.
Thanks for reading.
Echo0
So, I'll probably be doing an extra post today or tomorrow to make up for yesterday. Honestly though, it depends on what shenanigans go on today.
Thanks for reading.
Echo0
Thursday, June 12, 2014
Wednesday, June 11, 2014
Dev Log | 004 | High Concept v. #1
Not much to say today. I'm a little farther behind than I would like so in the interest of time I modified Matt Powers Game Concept to suit my own needs.
You can find his here: http://www.gamecareerguide.com/features/1307/features/1307/how_to_write_a_game_.php
I'll be replacing my version with an actual game design document since this feels a bit scatterbrained. Even threw in the logo to try and make it seem better than it is. :p
Thanks for reading
Echo0
You can find his here: http://www.gamecareerguide.com/features/1307/features/1307/how_to_write_a_game_.php
I'll be replacing my version with an actual game design document since this feels a bit scatterbrained. Even threw in the logo to try and make it seem better than it is. :p
Thanks for reading
Echo0
Tuesday, June 10, 2014
Dev Log | 003 | Stacked Block Workflow
Hello! I drew up a workflow chart for the game but first I'll need to reference back to the last post so the chart will make a bit more sense.
From top-to-bottom and left-to-right:
Row #1- Protagonist/ Hero
Row #2- Support #1, Support #2, and Support #3
Row #3- Bad Guy #1, Bad Guy #2, and Main Bad Guy
While not everything listed on the chart has concept sketches/ art for it, I put it in anyways so later on I wouldn't forget anything important. Front End Builds = Playable builds of the game
Front End Build Goals:
#1- Protagonist has basic movements, is able to spell cast, fight BG #1, and explore Area #1
#2- (FEb #1) + fight BG #2, summon Support #1, explore Area #2, and collect Item #1
#3- (FEb #1-2) + fight MBG #1, summon Support #2, explore Area #3, and collect Item #2
#4- (FEb #1-3) + Protagonist animations improved, summon Support #3, solve puzzles,
explore Area #4, and collect Item #3.
#5- (FEb #1-4) + Protagonist is "lively" and likable, fights BBG #1, better quality puzzles
plus a few extra, MBG is more "lively" with more abilities, Misc. NPCs appear throughout,
and in-game cinematics available/ improved.
#6- (FEb #1-5) + Game is optimized, bug-free, and polished like a pearl.
That's it for now. Back to the grindstone. And by the way.....
Thanks for reading.
Echo0
From top-to-bottom and left-to-right:
Row #1- Protagonist/ Hero
Row #2- Support #1, Support #2, and Support #3
Row #3- Bad Guy #1, Bad Guy #2, and Main Bad Guy
While not everything listed on the chart has concept sketches/ art for it, I put it in anyways so later on I wouldn't forget anything important. Front End Builds = Playable builds of the game
Front End Build Goals:
#1- Protagonist has basic movements, is able to spell cast, fight BG #1, and explore Area #1
#2- (FEb #1) + fight BG #2, summon Support #1, explore Area #2, and collect Item #1
#3- (FEb #1-2) + fight MBG #1, summon Support #2, explore Area #3, and collect Item #2
#4- (FEb #1-3) + Protagonist animations improved, summon Support #3, solve puzzles,
explore Area #4, and collect Item #3.
#5- (FEb #1-4) + Protagonist is "lively" and likable, fights BBG #1, better quality puzzles
plus a few extra, MBG is more "lively" with more abilities, Misc. NPCs appear throughout,
and in-game cinematics available/ improved.
#6- (FEb #1-5) + Game is optimized, bug-free, and polished like a pearl.
That's it for now. Back to the grindstone. And by the way.....
Thanks for reading.
Echo0
Monday, June 9, 2014
Dev Log | 002 | Concept Sketch-up #01
Spent some time sketching up ideas for a fun game. While I liked most of them this is the page I chose to continue on with for the game in question.
Obviously they need some more TLC but for now they make a great starting block.
With that I'm off to brainstorm some more on how the game will play out.
Thanks for reading.
Echo0
Obviously they need some more TLC but for now they make a great starting block.
With that I'm off to brainstorm some more on how the game will play out.
Thanks for reading.
Echo0
Sunday, June 8, 2014
Dev Log | 001 | Hello World
First post? Check.
Game plan? http://contest.rpgmakerweb.com/
About a month ago I decided to go indie; around the same time I started to pack up for my move in June. Like a lot of indies my budget is, for the moment, minimal. With that said, here's a peek at what I like to call my "Cheap Indie Dev Kit".
Photo taken before I realized my move was postponed for a week because of some unknown issues with the owner.
Cheap Indie Dev Kit- June 2014
Hardware (pictured)
Mousepad
Memorex DVD-R Discs
Stopwatch/Mini clock
Pentel Icy 0.7mm Lead Pencil
6 x 9 Multi-Subject Notebooks(x3)
Athletetech Backpack
RoseArt Chalkboard Chalk
Art Gum Eraser
Rock Candy Wired Xbox 360 Controller (blue)
Onn Laser Mouse
Koss Headphones
Black Ink Pen
(not pictured)
Laptop
Misc. Anatomy books
Misc. Art books (fantasy emphasis)
Genius Digital Drawing Tablet (G-Pen 4500)
Software
Blender
Sunvox
Game Maker Studio 1.2 Standardbefore it went free :)
Unity 3d
Gimp 2.8
Krita
VLC Media Player
Adventure Game Studio
Sculptris
Audacity
Game plan? http://contest.rpgmakerweb.com/
About a month ago I decided to go indie; around the same time I started to pack up for my move in June. Like a lot of indies my budget is, for the moment, minimal. With that said, here's a peek at what I like to call my "Cheap Indie Dev Kit".
Photo taken before I realized my move was postponed for a week because of some unknown issues with the owner.
Cheap Indie Dev Kit- June 2014
Hardware (pictured)
Mousepad
Memorex DVD-R Discs
Stopwatch/Mini clock
Pentel Icy 0.7mm Lead Pencil
6 x 9 Multi-Subject Notebooks(x3)
Athletetech Backpack
RoseArt Chalkboard Chalk
Art Gum Eraser
Rock Candy Wired Xbox 360 Controller (blue)
Onn Laser Mouse
Koss Headphones
Black Ink Pen
(not pictured)
Laptop
Misc. Anatomy books
Misc. Art books (fantasy emphasis)
Genius Digital Drawing Tablet (G-Pen 4500)
Software
Blender
Sunvox
Game Maker Studio 1.2 Standard
Unity 3d
Gimp 2.8
Krita
VLC Media Player
Adventure Game Studio
Sculptris
Audacity
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