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877189 Posts in 32849 Topics- by 24290 Members - Latest Member: tyleryarnelli

May 18, 2013, 06:52:44 PM
TIGSource ForumsDeveloperFeedbackDevLogsBlight - On to the desert!
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Author Topic: Blight - On to the desert!  (Read 5860 times)
adamprack
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« on: February 05, 2011, 12:27:43 PM »

Blight
Creator: Adam Prack
IRC Name: C7
Genre: Platformer


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Alpha Release Trailer!





Blight is an independently-developed platformer that spans four kingdoms as you combat an industrialized race bent on draining every resource available out of the land. Players are helped along by a pendant that gives them the ability to harness a wall of power temporarily. This allows the player to block projectiles, clear pathways, disrupt enemies, raise dangerous obstacles and ceilings, and float temporarily.


Story
A young elf drew the short stick and was left on guard duty during the yearly Forest Guardian celebration.  He was charged with watching over the Forest Kingdom's Guardian Stone, an ancient relic said to protect the purity and focus of the Forest's Guardian.  He grew jealous and neglected his duties to watch some of the festivities from afar and fell asleep at his post.  The Guardian Stone was taken and the young elf was imprisoned for his negligence and possible conspiracy (or trickery).

While in his cell, a water nymph appears to him begging for his help saving the four Grand Kingdoms from an evil race spreading their influence like a plague and taking control of each kingdom's Guardians.  The kings would not believe her cries for help, but she's found a young elf who just might.  She aids in your escape in exchange for your help.

The journey spans the four Grand Kingdoms (Forest, Desert, Peaks, and Lakes) to restore the Guardians to their noble posts and stop the threat to all life around.


Screenshots















Form
The game world is made up of four worlds with four stages each (broken into two segments).  Currently the game supports Keyboard and Xbox 360 controller.  General gamepads will be added.  The game is single player.







« Last Edit: August 22, 2012, 09:50:53 AM by adamprack » Logged

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« Reply #1 on: February 05, 2011, 10:47:11 PM »

It's WONDERFUL!
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« Reply #2 on: February 05, 2011, 11:04:09 PM »

What an interesting visual style.
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adamprack
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« Reply #3 on: February 07, 2011, 07:23:23 AM »

Thanks, you two! (so long as the one comment wasn't sarcastic  Tongue)
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Stay out of the water!

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« Reply #4 on: February 07, 2011, 08:06:09 PM »

The grass is wierd to look at, only because everything else is so much sharper.  Looks great otherwise.   Ninja Hand Thumbs Up Right
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William Broom
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« Reply #5 on: February 08, 2011, 12:11:43 AM »

The graphics looks beautiful. It's a really unique and eye-catching style you've got there, yet also kind of subtle.

I have to say that the glowing collectables seem a bit out of place. The rest of the screenshots give off a fluid platforming, Another World/Abe's Oddyssey sort of vibe, whereas glowing orbs make me think more of arcade-style platformers. Maybe it's just because I have an aversion to multitudinous collectables in general  Tongue

Keep up the good work, I'm excited!
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adamprack
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« Reply #6 on: February 10, 2011, 06:24:14 PM »

Hmm the grass thing is interesting and something I'll look into.  And I sorta do agree about collectibles (the glowing orbs), but I haven't really come up with a better solution yet.  Thanks!
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Stay out of the water!

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« Reply #7 on: February 11, 2011, 11:00:04 PM »

I think the grass would be ok if there were hints of sharpness in there, sorta transparent against it, maybe some defined shadowy strokes.
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godatplay
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« Reply #8 on: February 12, 2011, 09:33:36 PM »

Interesting vision, man.

My biggest crit is that right now the game's colors look kind of bland, and not in a good "somber mood" way. I'd highly suggest giving your shading color. If you look outside on a sunny day, you'll notice that sunny day light is tinted orange and shadows are always blue and never black.

This is especially noticeable in the winter on snow since snow is white and shows essentially pure light color, as my late afternoon example here demonstrates:


Here's a good lighting tutorial: http://www.itchy-animation.co.uk/tutorials/light01.htm

Following the tips mentioned there will make your game instantly look better. I know that to be true because in your first screen shot the distant trees have a slightly blue atmospheric haze and look much more pleasing with bluer shading.
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adamprack
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« Reply #9 on: February 23, 2011, 08:32:40 PM »

A bit better lighting (not done), added a face, and replaced the grass (it animates MUCH better now, but no one has anything to compare to)



Full size: http://www.adamprack.com/elf/grass.jpg
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Stay out of the water!

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« Reply #10 on: February 23, 2011, 08:49:49 PM »

Very cool!  The grass is much better.  So does it sway with the wind?  That always looks nice.   Ninja Hand Thumbs Up Right
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adamprack
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« Reply #11 on: February 23, 2011, 08:55:19 PM »

Yeah, it all sways pretty independently (and looks great, I think)


Here's a clip of it in motion:
http://www.youtube.com/watch?v=paK4VR_S7S4
(a little choppy, but it runs fine without video capture)

« Last Edit: February 23, 2011, 10:48:18 PM by adamprack » Logged

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« Reply #12 on: February 23, 2011, 11:20:45 PM »

The depth of field effect is eye candy. Hand Thumbs Up LeftWink
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adamprack
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« Reply #13 on: March 23, 2011, 11:12:22 AM »

I just wanted to post an update.  Game's going fine, life takes time away from work, of course.  I'm pretty far along with the first world and am into the second world (of four).  Here's a shot from an underground/lava place in the first world.  Be sure to check out the link in my previous post showing my animated grass and such!

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is feeling Bit.Core.Trippy


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« Reply #14 on: March 23, 2011, 11:22:05 AM »

That grass does look good. I also liked the light filtering through the trees.

@godatplay - That tutorial you linked to is very cool. Thanks
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