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Author Topic: Burden  (Read 6337 times)
ionside
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« on: October 20, 2012, 10:26:00 PM »

I know it's not worthy unless there's a screenshot to show. But I think starting the Devlog now will help with driving me onwards. And only I could make sense of the current placeholder art.

Imagine Shadow of the Colossus meets a Tower defence game. Your goal is to defend the giant from the waves of enemies in a land called Burden.

A war has broken out in this land named Burden. Men are standing up against the
gods they believe use them as pawns for their own amusement. The oceans
around Burden steadily rise, leaving many cities drowning. A volcano swells and
causes devastation in the western corner, creating more chaos cracking the earth
up into the north.
Man is right to be angry with the gods, it would seem.


A design doc and concept art are in the works. Including these few pics:



The game involves a lot of elemental effects and the protagonist uses these elemental powers to great effect. But they are only an addition to what is the main goal here. Escorting Giants.



Your burden in Burden is to do as the gods bid - Escort their mules to and from various locations. Protect them from armies and villagers that believe these large monstrosities are only adding to the destruction of their land.

Greg Taylor is a great concept artist, and he's helping me lock in ideas and spawn new ones with his illustrations.
« Last Edit: September 20, 2017, 10:43:30 PM by ionside » Logged

ionside
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« Reply #1 on: October 26, 2012, 03:38:34 PM »

Another concept illustration.



In Burden, you protect your moving giant with contraptions fixed to its body. But sometimes you just want to take the enemy head on.
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« Reply #2 on: October 26, 2012, 03:47:15 PM »

really enjoying the concept work man! Keep it going. Can't wait to see how the gameplay looks.
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ionside
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« Reply #3 on: October 29, 2012, 03:46:16 PM »

Thanks! @seancruz

Here's a few more concepts, to fill the gap a little more before the placeholder screenshots come through.




With these we can start loosely building the 3d models, gives us a feel for the various giant masses.

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« Reply #4 on: October 29, 2012, 07:22:59 PM »

Looks amazing! I'd love to see a 2d game with this kind of art!
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« Reply #5 on: October 30, 2012, 05:36:45 AM »

I usually don't like Tower defences, but these concepts are great!  Beer!
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« Reply #6 on: October 30, 2012, 05:51:30 AM »

Oh wow, my left arm to draw 1/4ths as good!

And it does sound interesting, to be honest. I'll really try to follow this one. It sounds right up my alley. Heck, it's worth it just for the art, apparently.
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ionside
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« Reply #7 on: November 02, 2012, 03:53:37 AM »

Thanks for the kind comments Smiley

I had a little fun speed concepting in ZBrush this evening, for one of the giants. I recorded a time-laps of it because... I always thought it's fun to watch these things!

Click the image to view the time-laps video:
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« Reply #8 on: November 04, 2012, 02:55:35 AM »

Continuing on, rebuilding the mesh of the giant so it can be brought into a 3d app and polished some more. Preparing for textures, rigging and eventually bringing into the game.

A video of me retopologising, here:


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« Reply #9 on: November 04, 2012, 04:00:43 AM »

That concept art is great, and the game idea itself sounds interesting - kind of like a fantasy version of Blast Corps.
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ionside
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« Reply #10 on: November 10, 2012, 04:29:06 AM »

A few mockups have been created for the main game screen to test screen real-estate, enemy scale, HUD position and so on. Just a mix of in game assets and some scribbling in Photoshop really.


This one is an early and quite bare version and is specific to the iPad. PC/Mac are a little different.
This would be the default view, the player can pan the camera around to view all angles of the giant.
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« Reply #11 on: November 14, 2012, 11:27:18 AM »

I'm clearly following this, great job! I love the art and the concept! :D
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ionside
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« Reply #12 on: April 22, 2013, 06:06:41 PM »



Slowly fleshing out the base of the environment. Still a lot to do.



You can see the goal point in the distance, hotspots (Yellow), creep paths (Orange) and a weak point on the cargo's chain.
 Looking a bit barren at the moment but currently working on that.

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« Reply #13 on: April 22, 2013, 06:19:06 PM »

looks good! Smiley
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ionside
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« Reply #14 on: April 23, 2013, 02:37:31 PM »

Thank you kind sir!
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« Reply #15 on: April 23, 2013, 04:51:29 PM »

The concept art for this is awesome and the whole idea of the game is very refreshing. Looking forward to seeing more and good luck!
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ionside
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« Reply #16 on: November 26, 2013, 01:42:51 AM »

I seem to have lost track of Forums visiting - Developing from home so long all social abilities are lost...
... here's a recent picture from Burden.



And one more.



Thanks for having a look see.
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ionside
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« Reply #17 on: December 22, 2013, 01:19:44 AM »

winding into creep animations. Took a grab of yesterday's with Vine...
https://vine.co/v/hE7j5WLHIOE
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ionside
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« Reply #18 on: March 28, 2014, 07:12:46 PM »

Got a trailer to show:



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« Reply #19 on: March 28, 2014, 07:32:43 PM »

Oh nice, you have a Devlog. Saw this game a few days ago, love the visuals and aesthetic

Have a question: while I really like the concept, the trailer looks like standard TD, except now on a massive creature. How does these titans add to/change up the gameplay beyond a stylish visual aesthetic? Can you influence/control them?
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