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.
© Cole Kirkpatrick 2017