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1411314 Posts in 69330 Topics- by 58383 Members - Latest Member: Unicorling

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361  Community / DevLogs / Re: The Salvage | Sci-fi artifact hunting via destructible terrain on: October 05, 2010, 04:02:43 PM

http://scutanddestroy.files.wordpress.com/2010/10/salvage-pirate-002.jpg



http://scutanddestroy.files.wordpress.com/2010/10/salvage-pirate-001.jpg



http://scutanddestroy.files.wordpress.com/2010/10/salvage-pirate-ship-001.jpg



http://scutanddestroy.files.wordpress.com/2010/10/salvage-pirate-ship-002.jpg



http://scutanddestroy.files.wordpress.com/2010/10/salvage-pirate-ship-003.jpg




Pirates!  Actually I'm going to call them Privatiers.  They aren't interested in killing you, and you certainly are of no threat to them, but they would like to snatch a few of the artifacts you may have carelessly left on the surface.  Perhaps you can make their thievery too much of a chore, and they'll be forced to exit before the next Corvette patrols through the system.
Edit:  That last pic is to reference that the ship concepts are a bit of a tribute to Captain Harlock.
362  Community / DevLogs / Re: Porcelain on: October 04, 2010, 03:46:42 PM
That skeleton-embedded-shrine-thing looks awesome!   Shocked
363  Community / DevLogs / Re: The Salvage | Sci-fi artifact hunting via destructible terrain on: October 04, 2010, 11:13:08 AM

http://scutanddestroy.files.wordpress.com/2010/10/salvage-probes-001.jpg



http://scutanddestroy.files.wordpress.com/2010/10/salvage-balloon-pump.png



http://scutanddestroy.files.wordpress.com/2010/10/salvage-cable-probe.png

A couple ideas for probes that can help describe the nature and shape of anomalies underground.
The first type finds caves.  When the beam enters an open area it expands to form a 'bubble' in roughly the shape of the cavern.
The second type's beam is like a cable that descends vertically until it touches a hard object, which causes it to slip around the object until it can drop vertical again.
364  Community / DevLogs / Re: The Salvage | Sci-fi artifact hunting via destructible terrain on: October 01, 2010, 05:35:02 PM

http://scutanddestroy.files.wordpress.com/2010/10/salvage-tug-003.jpg

I stumbled on a few tug concept sketches which I had forgotten to render yesterday.  One looks way too much like an angry cat...  anyway, I heart spaceships.
365  Community / DevLogs / Re: The Salvage | Sci-fi artifact hunting via destructible terrain on: September 30, 2010, 02:02:48 PM
i would like to see the flying device in motion. imo the device makes the whole suit look lightweight and like princess peach Smiley...

are you sure that a plain jetpack/jetboots/"jetchair"/"jetbutt" wouldn't do it? maybe a barrel/"spray can" like jetpack that can be used up?

i love the sketches.

Glad you like the sketches.  Smiley

I want some of the tech in the game to have a slightly mysterious feel about it.  'Byzantine' is a word that keeps popping into my head.  A lot of it is derived from the sorts of artifacts that you search for, hence their value.  If the suspensor makes the player seem suddenly feather-light, that's a good thing to me.  Some of your character's tools are analogous to a street urchin from a Brazilian favela using a cel phone to magically contact someone on the other side of the planet.

(edited for punctuation)
366  Community / DevLogs / Re: The Salvage | Sci-fi artifact hunting via destructible terrain on: September 30, 2010, 09:41:35 AM

http://scutanddestroy.files.wordpress.com/2010/09/stevedore.jpg



http://scutanddestroy.files.wordpress.com/2010/09/salvage-tug-001.jpg



http://scutanddestroy.files.wordpress.com/2010/09/salvage-tug-002.jpg

Sketch concepts for Stevedores and tugs.  These contractors will lift precious artifacts off the surface of the planet to be loaded into galactic freighters.
367  Community / DevLogs / Re: The Salvage on: September 28, 2010, 07:06:32 AM
your style is purely awesome, the last ones remind me of the Shadow of the beast on Amiga ...how about your coding efforts so far ?   Big Laff i could contribute pointless one level demos, if you like  Big Laff

Getting compared to Shadow of the Beast is more of a compliment than I deserve, but it's definitely a sign I'm getting better.

I'm not a programmer, I just do art/concept/design.  My friend jkd will be programming this.  We were discussing some workflow strategies last night actually.  When any kind of playable demo or prototype is ready it will be released.  Until then I'm going to keep plugging away at assets and game design.



http://scutanddestroy.files.wordpress.com/2010/09/salvage-suspensor-pixel-variations.png

Some variations on the suspensor sprites.  I think the top-left or bottom-right are what I'll go with.
368  Community / DevLogs / Re: The Salvage on: September 27, 2010, 06:37:09 AM

http://scutanddestroy.files.wordpress.com/2010/09/salvage-terraintexture-update-001.png



http://scutanddestroy.files.wordpress.com/2010/09/salvage-terraintexture-update-002.png



http://scutanddestroy.files.wordpress.com/2010/09/salvage-terraintexture-update-003.png



http://scutanddestroy.files.wordpress.com/2010/09/salvage-bg-texture-test-001.png

I whipped up a few more terrain textures based on my previous sketch ideations.  This brings me up to 5 tiles in total.

I also did a super-rough experiment texturing the first background layer behind the player.  I think if I want to implement something like this it will take more colours and a fair bit more work.  Probably the biggest issue with it now is the contrast is too high.
369  Community / DevLogs / Re: The Salvage on: September 26, 2010, 01:29:34 PM
I'm pretty unfamiliar with console games, but from my youtube research Snake can grab hold of a little rotary vtol thingie?  Looks pretty cool.

370  Developer / Art / Re: show us some of your pixel work on: September 26, 2010, 06:59:44 AM

I gutt an idear for a gamme...I want to try PoV's challenge, but I don't think it will be enough time.

Sci-fi hugz.   Kiss
371  Community / DevLogs / Re: The Salvage on: September 26, 2010, 06:55:11 AM

http://scutanddestroy.files.wordpress.com/2010/09/salvage-suspensor-ideation-001.jpg



http://scutanddestroy.files.wordpress.com/2010/09/salvage-suspensor-ideation-002.jpg



http://scutanddestroy.files.wordpress.com/2010/09/salvage-suspensor-ideation-003.jpg

I need some sort of flight mechanic in The Salvage, but I don't want it to be like jet-pack whizz-bang.  The notion I'm going with is that the player's suit has some sort of counter-gravity suspensor available.  It won't be able to launch you, but you'll be able to traverse vertical passages comfortably.

I've sketched 3 concepts, the first is the most 'active', and probably looks too much like using a jet-pack for my liking.  The second concept is more like a buoyancy system, the player would 'float' on a pool of energy.  The third concept is the one I think I'll translate into pixel art.  It will be some sort of device that the player grabs hold of and carries you aloft. 
372  Community / DevLogs / Re: The Salvage on: September 25, 2010, 10:29:16 AM

http://scutanddestroy.files.wordpress.com/2010/09/salvage-walls-001.jpg


http://scutanddestroy.files.wordpress.com/2010/09/salvage-walls-002.jpg


http://scutanddestroy.files.wordpress.com/2010/09/salvage-walls-003.jpg


http://scutanddestroy.files.wordpress.com/2010/09/salvage-walls-004.jpg

Some sketch ideations for modular walling.  I don't think any of these are strong enough to use but they're helping me work out ideas and forms.  One thing I think would be cool is to have an initial shell wall that's cheap, quick, but weak.  That shell can act as a form for a concrete-like substance that makes for much sturdier structures.
I'm not sure whether I should just do basic corner and span modules that can be rotated and banged into place, or whether to do something a bit funkier, like a snaky chain which the player can custom-shape and then later pump full of 'crete.  There will need to be more sketching on this, I need to be in an 'architectural' mood I suppose.
373  Community / DevLogs / Re: RUINS: Psycholler Action Team on: September 24, 2010, 09:37:13 AM
Yeah just scale up the pixels with each zoom level.  To me it has nothing to do with 'retro' or anything, pixel art just looks fine when you can see the pixels.  How about this, if the game is a hit you can hire or entice an artist to come in and redraw everything to the way you'd prefer, but don't let niggling little things like that stall your overall vision.
374  Community / DevLogs / Re: RUINS: Psycholler Action Team on: September 24, 2010, 09:13:34 AM
Could you implement a zoom function?  Who says you need to redraw everything?  If people want more detail / fine control they could just zoom in.
375  Community / DevLogs / Re: Nautica: A Sailing Adventure Game on: September 24, 2010, 07:29:44 AM
This game had better involve tying knots.  I'm descended from a long line of mariners and I demand at least twenty unlock-able knots.




This made me laugh...  and then ponder...  I think this could be a genius idea.
376  Community / DevLogs / Re: The Salvage on: September 23, 2010, 01:00:45 PM
it looks I will be having your babies...like it or not Shocked

Bold move, have you even got the requisite junk available?

Thanks for the vote of confidence though.  Thanks to everyone who's enjoyed seeing the project thus far.   Coffee
377  Community / DevLogs / Re: Catapult for Hire on: September 23, 2010, 11:26:21 AM
Works great.  I love being able to drag the camera along the trajectory path and then swivel it around, very useful for post-launch analysis.
378  Community / DevLogs / Re: The Salvage on: September 23, 2010, 07:19:23 AM




http://scutanddestroy.files.wordpress.com/2010/09/revised-debris-001.png

I wasn't really feeling the way I drew the dust storm debris from earlier, so here's a revised version.  One thing I wanted to show visually was how debris could get a little below the surface level via little vortices that curl off exposed outcroppings.  Overall I think this revision makes the dust storm look more violent and high-velocity.
379  Developer / Art / Re: show us some of your pixel work on: September 22, 2010, 10:46:36 AM


Holeeeeee crap.   Shocked
380  Community / DevLogs / Re: The Salvage on: September 22, 2010, 10:00:41 AM





I had forgotten to make numerals for my font.  There are now numerals.  Huzzahs all around!

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