Sunday, 22 January 2012

Pompadour



Another short video of GMC. This is the first boss in the game. He has a pretty simple behaviour but can still be quite hard to defeat.

Thursday, 5 January 2012

Horsies



Short video of an enemy I've just finnished working on.
Gameplay wise it's extremely basic but the art and animation took two days to make. I messed up the proportions a bit and had to do my best to salvage it after the animations were already halfways done. I think it turned out decent in the end.

GMC gameplay video

Made a quick fraps video of GMC, showing the beginning of Level 1 and the basic gameplay and showing of the artstyle



Development is going pretty well right now, though I'm getting tired of doing leveldesign. I might upload some more videos, showing some more interesting gameplay in the near future

Sunday, 20 November 2011

Finally getting started on GMC



So I've tried applying the rendering technique to GMC. Maybe I'm just crazy but I really like the style and I think I'm finally on track to get started on the game properly. I'm changing the plan a bit and I'm going to give the western theme a bit more focus han I previously intended, and have bandits as enemies instead of robots (though maybe some robots will pop up as well). Having more human enemies will probably change the gameplay a bit as well, but I'll still try have it as MegaMan-like as possible with lots of small simple enemies.

Also got it running on Android now. The post effect that's blurring the colours on the character might be a bit too demanding, and I'm not sure how much it really adds. I like it though. I get 30 fps on my Xperia PLAY, so it's probably ridiculously slow on weaker phones. Then again that phone will be about a year old by the time the game is finnished so maybe it's OK. I'm thinking of making it possible to turn of the post effects; but I have to see how much extra work that will be. I'll have to have two sets of shaders for everything in that case, as everything would work a bit different without the post effect.

Btw, what you see in the screenshot is some really old content that I've tweaked a bit. When I first started working on GMC ages ago, before releasing the Wii Homebrew version with the GreenHillZone-like environment, I tried making a train level but could never get it look remotely decent and gave up. I thought it fit the theme quite well and I don't really need much textures with this style so I tried reviving it.

Wednesday, 16 November 2011

More rendering tomfoolery



I was playing around a bit with the old rendering demo from my last post and accidentally spawned in the character from project GMC (who I suddenly turned into a cowboy a few weeks ago) without proper textures adapted for this rendering technique, and I absolutely love the result. The thing is, he's supposed to have two textures, one colour texture and one with some details that gets rendered along with the shading and outlines. But he's using his standard texture for the details, which just turned into massive areas of solid shading and for the colour texture he just got whatever texture was used last. In this case it's the texture for the tree trunk which turned him all brown; he also looked quite dashing when he was all green. I've tweaked the texture a bit to make some more details standout before I took the screenshot though.

The look reminds me of something but I can't quite place it. I think it looks a lot better than when I tried doing proper colouring, and somehow it just feels right with the cowboy motif as well.

I'm considering if I should just go ahead and change Project GMC to this style. I'm thinking very sparse environment art that are just outlines with some sketch shading and enemies in this style with just one colour. I'd have to rethink a lot of things, but I'm pretty much stuck anyway and have a hard time finding an identity for the game. This would certainly give it a unique style and it would most likely speed up content creation considerably, but I'm not sure I'd be able to use much of what I have so far, and I don't know how much variation I can make in this style.

I still have to try running it on phones though. It needs to render to a couple of different framebuffers and do some blurring and stuff, which seemed quite slow last time I tried to do stuff like that on iPhone and Xperia.

Saturday, 12 November 2011

Old rendering demo

Found this old thing lying around on my computer and thought it was pretty neat. I made this about two years ago I think. It's meant to look like some kind of water colour + felt pen illustration. I was considering making some kind of artsy adventure game with this type of graphics, but it never amounted to anything. Maybe I should try to see if I can get it to work on GLES and do something small for iPhone/Android.

I'd need to tweak the effect a bit and have some better suited models for the artstyle though. The effect is done by rendering the scene twice, once with colours and once with outlines and shading. The colour texture is blured and distorted a bit to make to colours float outside the outlines slightly. And the sketch shading is of course done by overlaying a texture with a bunch of lines on all the shaded parts, and offsetting it every few frames to make it look less static

(Btw, I reccommend watching it in fullscreen and HD, the effect is pretty hard to make out in the small embedded window)

Thursday, 10 November 2011

And now something completely different

Just realised that I have just been whining for the last few posts, and that's getting a bit tiresome. So here's something awesome and completely unrelated instead. People in freaky costumes playing sweet Dragon Quest music; what could be better?