We're starting to focus our vision more and more on two of the three games we've been working on. Originally, we thought we'd be working on the farming game for a very short period of time. We ended up going through with that idea two weeks more, but now it looks like we're coming to a stop with that one.
So our focus remains on the other two games - the one we've been calling Dungeons (boy we could use a better name for that), and the other one we've been calling Lucha Megadrive.
In Dungeons, I decided to do a bit more concept work for possible boss enemies. Didn't wanna just stick with the first boss I thought of. So I went for a boss with a completely different look and color scheme - this one is based on Paimon!
Meanwhile, we were preparing work for QA testing of the tabletop version of Dungeons. With this, we had a sort of DM board, dungeoneer sheets, and enemy sheets. The DM board allowed the player that's playing as the dungeon boss to keep their cards and attacks hidden - and I had the time, I wasn't doing any other work that night, so I painted Bael on it to make it fit the look more.
Then we needed cards for allies and enemies -- so I decided to do some quick concept work for those as well! I kept the enemy designs to the theme of Bael - making them based off of two of Bael's three heads. For the dungeoneers, I gave them each different body types and colors to help people keep track of who they were playing. I also thought up some neat lore, that these dungeoneers were a part of an elite mage group that accidentally summoned these dungeons and had to go in and take the demons within down. But whoops - their magic was powerful enough that they created an anti-magic seal on these dungeons -- meaning they have to pick up weapons within the dungeon depths in order to fight.
I had a lot of fun making these. Next week, if we continue to work on this game, I'll be making simple 3d models for the modular rooms.
We also did a lot of planning and changing for our fighting game concept. After discussing it many times, we've decided the best course of action would be to make simple 3d models. We feel that will be easier to adjust animations after getting feedback (without having to redraw tons of frames each time we need something changed), and we can use the same rigs on multiple characters. That means by the end of the semester, we could have two simple characters in the game! And honestly, that would just be great.
Based on this new plan, we've started reworking our schedules and deadlines, and have been meeting with professors to get advice. We also did a lot of research for the pipeline from maya to unity, as well as lighting in unity.
We also worked on some of the lore for the story, and made an emblem for one of the champion fighters - which we stuck on the ring where they'll be fighting. In the next couple weeks, between time working on character animations, I'll be working on the ring and putting it in 3d at a better scale.
Oh, and I came up with our teams name - "Nitro Fist." I think it's fitting if we go with our fighting game!
Here we are at the end of the second week of work!
In this last week, we solidified just what we wanted to create for each of our game concepts as a whole, as well as what we want to have in the upcoming weeks.
I went on to expand on two of our game concepts mentioned in last weeks post - our Lucha fighting game, and our PvP dungeon game.
Pictured above, my favorite part of this weeks work. Her name is Nuclear Winter, and she was created by Sean to be one of the two protagonists in our Lucha game. We want to write her to be the main "heel" character of our game. I think she's badass.
The other character we worked on was Johnny Fuego, pictured below. He's meant to be the "face" character of our game, and is known as The Burning Heart. Both the other artist and I were given a description of both these characters, and we separately came up with a couple concepts for both of them. They turned out very different. Which is cool!
What's even cooler is that the other artist on our team took both of our final concepts, and used aspects of both of their appearances and put them into one character (shown above, on the right)!
This combination ended up being the design we liked the most, and is probably what we'll end up with.
Likewise, we might end up doing the same kind of thing with Nuclear Winter!
Meanwhile, in this upcoming week I hope to draw this form of Johnny Fuego as soon as I get the chance. It's pretty great. I'm so glad we ended up with two characters that represent two opposites as our main characters. It's so fitting of the fantasy-extreme lucha we want to write.
Also worked on this week, our dungeon game's in-game appearance concept. We wanted to show what a dungeon room and a boss room might look like.
The placeholder characters are only temporary, in order to get a scale for the size of the ploayer and the room.
Pictured above, a room in Bael's dungeon with just a regular enemy. I got a bit of mock UI up to help give an idea of what kind of space it would need, as well as a color scheme it could have. Additionally, I thought a good way for the "boss" player to tell what they're possessing at any given moment would be a yellow/pink/blue aura that would glow around said object.
It's still rough, but I feel like these give a lot of information for the style and layout of the game we want to make.
That said, the rooms would most likely be simple 3d objects. The enemies, players, and objects inside the rooms would all be flat 2d objects, however. This would allow us to easily iterate and make many different room pieces, while still letting us make the objects in the style we want for our game.
I hope to make a 3d model of one of these rooms next week, along with a few more enemy, boss, and room concepts.
My last year studying Game Art has begun, and with it a new start to another game project. Our dev groups have gotten together, and my group of five (all of which I've worked with great before) has begun working.
In this last week of work, we began discussing different ideas for games. There were about a dozen or so game ideas that stuck around that we liked, and we discussed what elements we want to focus on the most when making our game. We ended up with 3 main games that all of us were interested in making, and I began some concept work.
The first one was a wrestling themed fighting game, one we're all excited about. We want to make a game where the character that's portrayed in the ring is actually who the fighter is. So, for example, in actual real world wrestling a character would be portrayed as a dragon king - that would only be the character they have on the stage. However, in our game, that character would actually be a dragon king, with all the abilities in the ring that a dragon king would have. Fireballs, powerful claws, gliding -- these are all possible in our game's lore! It's not just their wrestling persona.
Additionally, each character would have the option to play as a face or a heel form, changing up their attacks and stats a bit. We want each character to have these two forms, just as real wrestlers can swap between the two in their careers.
One of the concepts we came up with was Riptide, a demon of the sea, whose true face is still unknown. Instead, Riptide uses an entire shark as a mask. Above is Riptide's heel form.
The second was a cut-corners farming sim game. In this, the player would do what they can to keep their farm open - by any means necessary. Getting involved with the mob in order to stay afloat, sneakily sabotaging enemy farmers to stay on top, illegal pesticides, and minimum quality farm equipment are some of the options the player would have for their farm upkeep.
I didn't have the chance to add to the concept work on the farming game concept just yet, since our groups other artist handled that. Plus, it seems like we won't be going with this direction afterall.
The last one was a PVP dungeon game. In this one, there would be a "dungeon master" player that would build the dungeon. Afterwards, the other players would traverse the dungeon in order to beat the boss - all while fighting off traps and small monsters controlled by the dungeon master.
The harder the rooms, the better the rewards.
If they can make it to the end of the dungeon, they'll have to face off against the dungeon master controlling the dungeon's boss. Each boss would play differently, and would have to be learned. The boss I drew as an example was a take on the demon king Bael (whose concept I always thought was cool, but I never liked any art of).
In this instance, the dungeon master would be shooting small projectiles from each head, while they're in their closed eyes state. The heads would rotate above the spider body, and if the player times it just right, one of the heads will snap down onto the body, bringing its eyes open. In this state, the players attacks will be stronger, at the loss of the other heads powers. After a certain amount of time, the head will detach, and go back to its floating state.
As of now, we'll be going forward with the fighting game and dungeon crawler ideas. In a few weeks, we'll settle on one to go forward as a fully fleshed out game.