Here's a link to the Olive website for reference:
http://www.becksebenius.com/Olive
Thursday, October 13, 2011
Friday, October 7, 2011
So, I made something.
I re-topped and rigged (for the most part) the plant slug.
UPDATE:
New download link here.
let me know if I should change anything. I know some of the rigging is a little off, but tell me what you want me to change.
UPDATE:
New download link here.
let me know if I should change anything. I know some of the rigging is a little off, but tell me what you want me to change.
Monday, October 3, 2011
Olive Website
Hey guys, I'm starting to learn Javascript for web and I thought I'd piece together a website for Olive. This will be changing a ton throughout the course of the quarter, obviously, but it gives us a starting point to iterate on.
http://becksebenius.com/Olive/
For our own development, I've set up a comment box so people can easily leave messages and post bugs. Hopefully nobody trolls it, since it's all anonymous. It should go without saying, then, to not give this site out to everybody and their grandma until we get a more proper comment system set up. I'm going to talk to Jack today about getting a hosting account set up.
On that topic, I've been thinking about domain names to use for the game. Olivegame.com is taken by some korean company, and olive.com is some photographer's portfolio. So far I'm thinking ProtectOlive.com, or SaveOlive.com.
Also on that page you'll find a new build of the game. Last quarter I was really having a tough time with the interface, and I think I've finally figured out what was wrong with it. Our game isn't an RTS! We're only controlling 4 units at most at a time, so having marquee selection and click selection didn't really make sense. Right now I'm trying out having only one unit selected at a time, with the camera focused on them. You can click on other units to select them, of press spacebar to toggle through. I haven't implemented the number keys yet but that will obviously be an option. This way seems a lot more intimate, which I believe is much more in line with how these controls should feel. Let me know what you think about this new controls! Either at the meeting, or on here.
Anyways see you all at the meeting!
http://becksebenius.com/Olive/
For our own development, I've set up a comment box so people can easily leave messages and post bugs. Hopefully nobody trolls it, since it's all anonymous. It should go without saying, then, to not give this site out to everybody and their grandma until we get a more proper comment system set up. I'm going to talk to Jack today about getting a hosting account set up.
On that topic, I've been thinking about domain names to use for the game. Olivegame.com is taken by some korean company, and olive.com is some photographer's portfolio. So far I'm thinking ProtectOlive.com, or SaveOlive.com.
Also on that page you'll find a new build of the game. Last quarter I was really having a tough time with the interface, and I think I've finally figured out what was wrong with it. Our game isn't an RTS! We're only controlling 4 units at most at a time, so having marquee selection and click selection didn't really make sense. Right now I'm trying out having only one unit selected at a time, with the camera focused on them. You can click on other units to select them, of press spacebar to toggle through. I haven't implemented the number keys yet but that will obviously be an option. This way seems a lot more intimate, which I believe is much more in line with how these controls should feel. Let me know what you think about this new controls! Either at the meeting, or on here.
Anyways see you all at the meeting!
Meeting
Hey guys, Marshall has class till 4:30, I have class at 5:45.. a bit of a short time span! Can we all meet up at the student lounge at 4:30 and go over what's happening tomorrow?
Meeting up today?
If you guys would like I'd be ok with meeting up for an hour or so later today (Monday) because I'm here all day (until 4:30). If not, we could try and get together early tomorrow. I have a morning class, so I'll be around.
Thursday, September 29, 2011
Monday, September 26, 2011
anyone
hey guys, break has been boring as hell. can we think of anything we could be working on that i, or we, could be doing to make a little progress on the game as it its?
Tuesday, September 20, 2011
Monday, September 19, 2011
Bear.
Weeelll, here's a bear for you guys. It's purple. I think it would be a nice contrast to the more natural-looking creatures. Since this bear is Olive's, I feel like he's gotta have something to set him apart a bit. I've been going off of what we've talked about at the last meeting, and well, I hope this is right. His little snout does not make him look old now (this was a trend with the longer snouts and the flat face wasn't working either, so I split the difference) and this is the first thing I've been able to produce that does not look like pedobear.
I hope this doesn't sound horribly negative. I was stressing a bit because I want this to be utterly awesome and it was just not going so well in the beginning. Also, this thing has been the hardest thing for me to paint out of ALL of the creatures. I can't believe what a challenge it's been. I think it turned out somewhat adorable though.
I hope this doesn't sound horribly negative. I was stressing a bit because I want this to be utterly awesome and it was just not going so well in the beginning. Also, this thing has been the hardest thing for me to paint out of ALL of the creatures. I can't believe what a challenge it's been. I think it turned out somewhat adorable though.
Tomorrow's meeting
Hey guys just a heads up I work til 9pm tomorrow so can we postpone our meeting till later? I would like to help with our PowerPoint, however understand that you all might have other commitments planned.
Sunday, September 18, 2011
Build 0.5.2
Here's build 0.5.2:
I've started to piece together the level. There's only two zones in this build, but I'll have some more built before the meeting tomorrow. Please play it and post feedback!
Saturday, September 17, 2011
Build 0.5.1
Here's a build, please test it out and give me feedback about the controls. Not a whole lot has changed in this level, its just to demo changes to the controls. Let me know some feedback about moving around the characters!
Changes:
- No longer click and drag
- Marquee select units
- Click once to command selection to move to a tile
- Hold shift to keep your selection active.
http://dl.dropbox.com/u/4370089/Olive%200.5.1/WebPlayer.html
Changes:
- No longer click and drag
- Marquee select units
- Click once to command selection to move to a tile
- Hold shift to keep your selection active.
http://dl.dropbox.com/u/4370089/Olive%200.5.1/WebPlayer.html
Wednesday, September 14, 2011
Heyo
Just uploaded a crap ton of stuff to the dropbox. Lemme know if I forgot anything...
-Marshall P.-
-Marshall P.-
I'll just... leave this here...
http://www.treehugger.com/files/2010/09/living-bridges-india-grown-500-years-pics.php
... yup.
-Marshall P.-
... yup.
-Marshall P.-
Tuesday, September 13, 2011
Bosses....FINALLY
Ok as promised I got all the drawings and text completed for a version 1 of the bosses. To be 100% honest with you I did not exactly know what to put under modelling requirements so feel free to alter this as much as you want. This is a lot of information so sorry in advance for the long post.
Bratus: The
tree giant
This boss
is encountered in the forest level of game play. He is a giant land dragon that
features long pieces of petrified wooden branches growing out of his back. Due
to this most would over look him as a part of the forest, until he moves. As
for his combat abilities he has large powerful jaws, massive front and hind
legs, and finally a knotted spiked tail made out of wood. He is the embodiment
of Olive's fear of gluttony and sloth.
Attacks:
Cavernous Roar- this attack is more of a buffer, where Bratus
lets out a loud roar that would cause fear inside any creature, making them
less likely to attack and even possibly run away. This roar will effect
creatures in a three block radius in front of him.
Petrified Ram- this is one of Bratus's default attacks. He
lowers his head and uses the protrusions of harden wooden branches to inflict damage
on a single creature directly in front of him.
Earthquake Stampede-This attack is a movement based attack that
deals massive damage to surrounding creatures in a two block radius. Bratus
rushes forward using his massive legs to cause creatures to bounce in the air
and slam into the ground.
Impaling Tail Whip- a secondary default attack. This attack is
where Bratus uses his jagged tail to club creatures that stand two blocks in
front and deep of him. This attack though wide in range is one of his weakest
in terms of damage.
Modelling
Requirements:
Poly Count: 2000 tris
Types of Textures: bump map, alpha map, texture map, specular map
for hooves and wood.
Lustrum: The
swamp serpent
This boss
is encountered in the swamp level of game play. He is a massive serpent that
has long been the dominate creature in the swamp. He features a long leg-less
body with worn and ripped fins. In addition to this he has a overly powerful
jaw that contains razor sharp teeth. He easily blends into the murky waters of
the swamp due to his camouflaged patterns along his back. He is the embodiment
of Olive's fear of greed and envy.
Attacks:
Death Roll- this attack is Lustrum's special attack that
deals massive damage to a single creature. In this attack he grabs hold of a
creature and coils around it. This is followed by a spinning motion that constricts
the trapped creature, pushing out the air it has.
Scum Spit- this attack is a buffer attack in which swamp
scum is shot out of his mouth and into the eyes of up to three surrounding
creatures. The scum temporarily blinds them, causing them to swing wildly with
their attacks.
Hydro Blast- this attack is a default attack that Lustrum
uses often. Similar to the scum spit attack, this attack shoots out swamp water
at a single line of creatures three deep and causes them minor damage as well
as being pushed back a one or two blocks.
Scaled Whip-.a secondary attack that is used often. This
attack is when Lustrum uses his massive tail to slam down on two creatures
directly in front of him. The damage provided by this attack is of a higher
average.
Modelling
Requirements:
Poly Count: 2000 tris
Types of Textures: bump map, alpha map, texture map, specular map.
Ignis: The
bird of fire
This boss
is found inside the fire level during game play. This is a giant majestic bird
that is set ablaze in a sea of fire. Known to be short tempered this bird is
quick and nimble on her feet and is capable of out maneuvering almost any
opponent. In term of combat abilities, She features long sharp talons on both
her feet and wings. She also has a razor
sharp beak and of course, wings made of fire. She is the embodiment of Olive's
fear of lust and pride.
Attacks:
Fire Maze- Ignis's special attack. This attack causes
Ignis to jet around her opponents and cause a trail of fire behind her. This
fire deals massive damage if a creature walks into the flame or is trampled by
her. The flame trail that is left behind lingers for a few seconds before dissipating.
Fury Swipe- A standard attack that is used often by
Ignis. This attack is a flurry of talon swipes that deal an medium amount of
damage to two creatures directly in front of her. This attack is generally weak
overall but is fast and comes in waves.
Melt- a buffer attack where Ignis jumps into the
air and causes the heat of her wings to melt the ground around her. This causes
creatures in the local area to be trapped in the hot terrain for a few seconds
or until they are attacked.
Phoenix Breath-a secondary standard attack. This attack is
where Ignis breaths large fireballs and a row of opponents directly in front of
her. The fireballs deal low damage however are rapid enough that it is hard to
dodge.
Modelling
Requirements:
Poly Count: 2000 tris
Types of Textures: bump map, alpha map, texture map..
Newest version of the style guide.
Heres the newest iteration of the style guide.
http://dl.dropbox.com/u/16345881/StyleGuide.zip
I hope to have the asset list done by satuday.
-Marshall P.-
http://dl.dropbox.com/u/16345881/StyleGuide.zip
I hope to have the asset list done by satuday.
-Marshall P.-
some sales sheet image options.
Two minibosses, painted!
My hand is thoroughly cramped now. BE GRATEFUL.
Also, they may need a bit more polish, but I thought I'd post them so we could have something to put in the prototype if needed.
Also, they may need a bit more polish, but I thought I'd post them so we could have something to put in the prototype if needed.
Monday, September 12, 2011
The other two creatures I hadn't posted yet
The chicken is more saturated with better color contrast (but I ditched the blue because it wasn't working too well) and the plant creature has his extra toes, a bit of fur, and different tail colors. I basically combined elements of what I was told were the best color options. I wasn't sure on the exact color arrangement for the tail, so if it's not working I can still adjust it. As is, it's got a bit of a peacock thing going on and I like that.
Sunday, September 11, 2011
Build Bork!
Hey guys, just a note to mention how broken the game is right now. I've opened up the guts of the level and until I sow it together I won't be able to post a build. If all goes well, we'll be able to start building levels without entering play mode, which allows for easier level editing. I'm going to try to have it working sometime tonight, but there's a couple unknowns that might take longer than I'm hoping.
Otter.
I went with the spots like Kyle was doing for the boss version, and it turned out good on the body but I may need to dial it down some on the fins. I can try some color variations on this guy, but I think he's good with the salmon look. What do you guys think? Clicking on the image will make it HUUUGEE
Update to the Style Guide
http://dl.dropbox.com/u/16345881/StyleGuide.zip
There you guys go. Some changes to made still I'm sure. Figured I'd get it up on here for the sunday deadline.
There you guys go. Some changes to made still I'm sure. Figured I'd get it up on here for the sunday deadline.
Saturday, September 10, 2011
Asset Style Guide!
Iteration one of the Asset Style Guide!
http://dl.dropbox.com/u/16345881/StyleGuide.zip
Take a look, tell me what you think before tomorrow if you can.
-Marshall P.-
http://dl.dropbox.com/u/16345881/StyleGuide.zip
Take a look, tell me what you think before tomorrow if you can.
-Marshall P.-
Wednesday, September 7, 2011
New Build, minor changes
Made some minor changes in this build:
Added a rock line effect (press D with the nature unit selected...)
Click-drag enabled for movement
A button disabled for movement (nuts)
Some minor things fixed that I don't really remember
GO
http://dl.dropbox.com/u/4370089/Olive%200.2.5/WebPlayer/WebPlayer.html
Added a rock line effect (press D with the nature unit selected...)
Click-drag enabled for movement
A button disabled for movement (nuts)
Some minor things fixed that I don't really remember
GO
http://dl.dropbox.com/u/4370089/Olive%200.2.5/WebPlayer/WebPlayer.html
Tuesday, September 6, 2011
Week 9 Tasks
Here's the work list for this week. Make sure you have the first section done by Sunday so we can all post feedback! We're closing in on the end of the quarter so we gotta crunch out the work as much as we can.
Kyle: Today in class we had a play-test, worked out an asset list (see below post) and decided on jobs. Because we're coming up to the end of the class, we are having 2 deadlines this week. We figured you'd want to continue working on your boss creatures, although you should post them first so we can give you feedback!
Our tasks for week 9:
By Sunday:
Eric: Post bear designs, and rework to hand off to Lisa on Sunday.
Lisa: Paint the Water Otter, finish off the other painting of the creatures
Marshall: Create asset guide including example models
Beck: Player experience guide, post build w/ enemy gameplay improvements
Kyle: Paint the final boss creatures
Everybody: Read Eric's design doc in it's entirety and post any changes to be made
By Tuesday:
Eric: Update design doc with the changes everybody posted, Finish Olive crying painting, create Box splash art and sell sheet
Marshall: Rework asset style guide and assets based on comments on Sunday
Lisa: Finish bear paintings handed off from Eric, color Aaron's miniboss paintings
Beck: Update gameplay based on feedback, code code code
Kyle: ???
We will return to our regular meeting schedule on Monday!
Kyle: Today in class we had a play-test, worked out an asset list (see below post) and decided on jobs. Because we're coming up to the end of the class, we are having 2 deadlines this week. We figured you'd want to continue working on your boss creatures, although you should post them first so we can give you feedback!
Our tasks for week 9:
By Sunday:
Eric: Post bear designs, and rework to hand off to Lisa on Sunday.
Lisa: Paint the Water Otter, finish off the other painting of the creatures
Marshall: Create asset guide including example models
Beck: Player experience guide, post build w/ enemy gameplay improvements
Kyle: Paint the final boss creatures
Everybody: Read Eric's design doc in it's entirety and post any changes to be made
By Tuesday:
Eric: Update design doc with the changes everybody posted, Finish Olive crying painting, create Box splash art and sell sheet
Marshall: Rework asset style guide and assets based on comments on Sunday
Lisa: Finish bear paintings handed off from Eric, color Aaron's miniboss paintings
Beck: Update gameplay based on feedback, code code code
Kyle: ???
We will return to our regular meeting schedule on Monday!
Asset List
Here's the Asset List we came up with today. If you have any additions please comment!
Also, please post if you have a specific idea about one of the assets. Some of these will probably deserve proper concepts, and we need to identify which.
Forest
Also, please post if you have a specific idea about one of the assets. Some of these will probably deserve proper concepts, and we need to identify which.
Forest
- Tree Stump
- Log
- Sapling Trees
- Vines
- Canopy Pieces
- Mushrooms
- Boulders
- Roots
- Bridge
- Lightpost
- Old crate
- Redwood Tree w/ hole
- Old ass shack
- Old fences
- Cypress Trees
- Lilypads
- Willow Trees
- Toad
- Swamp Grass
- Water splash effects (fish jumping, etc.)
- Cat tails
- Collapsed Dock
- Dilapidated bridge
- Old rowboat
- Turtle
- Flooded swamp cave
- Hanging Moss
- Dock Poles
- Mud
- Arizona Rock
- Sagebrush
- Geysers
- Rocks
- Prismatic Springs
- Cactus?
- Cow Skull?
- Fish Bones
- Fossils
- Broken Boat
- Lizard
- Warped Rock
- Dried Tree Trunks
- Mountain Goat
webplayer link for playtest 3
http://dl.dropbox.com/u/4370089/Olive%200.2.4/WebPlayer/WebPlayer.html
Monday, September 5, 2011
No Meeting
Hey guys,
I'm going to cancel the meeting tonight due to the holiday, we don't really have anything that necessitates it today. Hope you have a good memorial day, make sure you bring everything to class tomorrow!
-Beck
I'm going to cancel the meeting tonight due to the holiday, we don't really have anything that necessitates it today. Hope you have a good memorial day, make sure you bring everything to class tomorrow!
-Beck
heads up
i wont be able to make the meeting tonight, yet again. i do have good news, however. the game doc is almost completed(with what i have) it will be ready for you guys to look at and fix anything you do not like by the end of this week.
Sunday, September 4, 2011
Group meeting?
Are we still meeting up tomorrow night?
Campus is closed, and its a Holiday so buses will be messed up. Just wondering, I'll be there for sure if we're having a get together. Just need a place to meet up.
Campus is closed, and its a Holiday so buses will be messed up. Just wondering, I'll be there for sure if we're having a get together. Just need a place to meet up.
Thursday, September 1, 2011
Howdy dooo people!
So heres what I've been up to...
Theres look-n-feel overall shot for the plant level. very green. The trees are from the Unity tree gen, so forgive the shitty-ness... Lemme know if this is working so far.
And heres the same shot with the material/script function on the tree in the center. Thats what happens when you hover over the tree...
And theres what happens when you click on it. When you click it again it turns back to normal, and same if you click anywhere off of the tree. Heres another example with the magic floating sphere in the middle...
All in all I think its coming along. I'm going to try and do some varied colors in (request from Beck), and maybe try getting the other environments done by next week. The 4 day weekend should help with that a tad haha.
Theres look-n-feel overall shot for the plant level. very green. The trees are from the Unity tree gen, so forgive the shitty-ness... Lemme know if this is working so far.
And heres the same shot with the material/script function on the tree in the center. Thats what happens when you hover over the tree...
And theres what happens when you click on it. When you click it again it turns back to normal, and same if you click anywhere off of the tree. Heres another example with the magic floating sphere in the middle...
All in all I think its coming along. I'm going to try and do some varied colors in (request from Beck), and maybe try getting the other environments done by next week. The 4 day weekend should help with that a tad haha.
Wednesday, August 31, 2011
game over sketch
Tuesday, August 30, 2011
Olive Build 0.1.3
http://dl.dropbox.com/u/4370089/Olive%200.1.3/WebPlayer.html
Changes:
- Added selection range and visualization
- Replaced prototype models with concept sprites
- Messed with speeds and damage of creatures
Changes:
- Added selection range and visualization
- Replaced prototype models with concept sprites
- Messed with speeds and damage of creatures
Boss Concepts
So I took what we discussed from last weeks meeting and applied it to a new set of concepts for each of the bosses. My only issue so far is that the water type is not very fleshed out in terms of an agreed upon idea. I looked online on various swamp life and found a lot of snakes, gators, turtles, piranhas, and things of that nature. With those I just smashed them together. The forest boss, is just an over grown version of Lisa's little guy, I personally like how he turned out. Then of course is the fire boss which we all seemed to like.
My question for you guys is 1)how many attacks do we need to give each boss? 2) In terms of the bio for each creature, how long and in-depth would you like it to be? 3) I would like to flesh out the color for these guys in Photoshop, would you like me to keep the same colors and the friendly creatures?
My question for you guys is 1)how many attacks do we need to give each boss? 2) In terms of the bio for each creature, how long and in-depth would you like it to be? 3) I would like to flesh out the color for these guys in Photoshop, would you like me to keep the same colors and the friendly creatures?
Monday, August 29, 2011
Sunday, August 28, 2011
Character Gameplay
As I wrote this, I started to realize how ambiguous we've been with the gameplay of these creatures. Creating gameplay where visual patterns are the driving force requires careful consideration of the effects of each of the gameplay elements. Our gameplay consists essentially of combinations of shapes on the hex grid, with varying effects. This means we should start really discussing how attacks should be formatted.
I've already started programming the fundamentals of some of the attacks, like area of effect attacks etc. and I will definitely be able to show if off (with a revamped level) by Tuesday for the playtest.
What I'm asking of you guys is to help brainstorm new attacks using the gameplay. I figure that we should plan on choosing 3 of the best ones we come up with for each creature. Below I'll sum up the gameplay as it currently stands, and then list some examples of attacks for each of the creatures.
I've already started programming the fundamentals of some of the attacks, like area of effect attacks etc. and I will definitely be able to show if off (with a revamped level) by Tuesday for the playtest.
What I'm asking of you guys is to help brainstorm new attacks using the gameplay. I figure that we should plan on choosing 3 of the best ones we come up with for each creature. Below I'll sum up the gameplay as it currently stands, and then list some examples of attacks for each of the creatures.
Special Attacks
Each creature has three special attacks, which the player unlocks over time. The game should be paced so that each creature reaches level 2 by the end of their first level, so that the player can experience the full range of gameplay by the end of the game. The special attacks can be triggered through two methods:
1) The player clicks on one of the icons floating above the selected unit’s head
2) The player presses A, S, or D to trigger the attack.
When an attack is triggered, the player’s selection mode changes to accommodate directing the attack. Each attack might have slightly different logic for their placement depending on the specifics of the attack, but the logic is the same – the player clicks on a tile and the attack performs accordingly.
Special attacks do not hurt allies.
Forest Deer
Special Attacks
1) Rock-block
a. Summons a rock from the earth to block off a tile for a moment.
b. Cannot be placed on top of a unit
2) Entangle
a. Summons plants from the earth to hold down a unit.
b. Deals damage over time
3) ???
Water Otter
Special Attacks
The water creature’s attacks deal more damage to fire creatures.
The water creature’s attacks put out fires created by the fire chicken.
1) Tsunami
a. Shoots a large wave in a given direction, carrying the enemies backwards.
b. Does less damage with each enemy that it hits.
2) Mud bomb
a. Throws a ball of mud onto a group of tiles, slowing down anyone who walks over it.
3) ???
Fire Chicken
Special Attacks
The fire chicken’s attacks deal more damage to plant creatures.
1) Fireball
a. Shoots a fireball in a given direction, leaving a damage-dealing trail of fire behind it.
b. Fireball itself does enough damage to kill a single unit, but the fire trail only weakens a unit slightly.
2) Fire bomb
a. Lobs a ball of fire at a given tile within range, dealing damage in a radius.
b. Deals less damage than the directional fireball, but if placed to affect multiple units it has the potential of dealing more damage.
3) Superchicken
a. Firechicken is engulfed in flames! It leaves a fire trail behind it wherever it goes for a short period of time.
Mission Critical (Important news)
Hey guys I have some important news, I am in training for my new position at work and they have scheduled me to do shifts late into the night this whole weekend. So this means that tomorrow I will not be getting off work till 9:00pm. I am not sure if you guys still want to hold a meeting at my place or where ever but I am not sure if I will be able to attend. I really need to catch up on my homework since work has been so kind to remove the little free time I had from my schedule. On the flip side however, I promise I will have my drawings of all three boss monsters with bios by the end of tomorrow night. I am sorry if this causes any problems and I apologize for the late notice by they are scheduling me on a day to day basis for training and I just found out before I left work tonight.
Keep up the good work, and once again I will due my best to pull my share of the work.
Keep up the good work, and once again I will due my best to pull my share of the work.
Friday, August 26, 2011
Game Doc, olive logo idea
hey guys, this is just a reminder that i do need some stuff from each of you to plug into the game doc preferably by the end of this weekend. if you want to email it to me that is fine, or you could just post in on the blog. if you worked on enemy designs of any kind, a description of the monster/miniboss/boss would be great. the level he is in, a physical description, and the types of attacks he will have are all great things to include.
this is the same for any friendly creatures or characters as well.
anything will work, as long as i can get it by the weekend. i know alot of you will be at pax, but try and get it to me please. i wont be attending PAX, but i am still going to be busy for a majority of the weekend so the sooner i get it, the better.
thanks guys
also this is a quick idea i had for a logo for the game. nothing fancy
Audio Files
i put some quickly recorded sample audio files of Cami, the girl whom i was hoping could voice our protagonist, on the drop box. please check it out.
Wednesday, August 24, 2011
Prop Thread
Hey guys, I just wanted to start a post about the props in the game so that we can start brainstorming a bit. We need to have concepts of all major prop assets, and references for all the minor ones. Each of the assets that need to be made should have references ready that we can hand off to the modelers when the quarter starts next quarter. The stuff we do right now isn't necessarily set in stone, but it can at least be a shoving off point.
So to lead our line of thought...
We need to categorize the props by environment, as well as have a list of general assets which will be spread throughout the game.
Plant Environment
Fungus/Mushrooms
Specific Flowers
Moss?
Marsh Environment
Cattails
Abovewater Trees
Cracked Earth Environment
Brushweeds
Small cactus?
Desert flowers
General Assets
Tree references? Photos, descriptions, etc.
Specific plants
I'll update this post with the ideas we come up with. Post any ideas you have! And start sketching, too!
So to lead our line of thought...
We need to categorize the props by environment, as well as have a list of general assets which will be spread throughout the game.
Plant Environment
Fungus/Mushrooms
Specific Flowers
Moss?
Marsh Environment
Cattails
Abovewater Trees
Cracked Earth Environment
Brushweeds
Small cactus?
Desert flowers
General Assets
Tree references? Photos, descriptions, etc.
Specific plants
I'll update this post with the ideas we come up with. Post any ideas you have! And start sketching, too!
Tuesday, August 23, 2011
Olive v0.02
Here's another build of Olive. I'm still working on it for tomorrow (trying to fix that dumb freezing bug..) but it's pretty gameplayable!
Preview
I'll have more of this tomorrow, but I tried some of the colors we talked about for one version of the plant creature. Here's a little preview of what I'll have for you guys tomorrow.
Monday, August 22, 2011
hey guys, i cannot make it to the meeting tonight due to financial issues. i know that sounds stupid but i am on an extremely tight budget. i am gonna upload some skans here for you guys. sorry. the bear sketches i have i havent been able to scan in yet, but i will show you guys tommorrow and i can get feedback.
Sunday, August 21, 2011
Tuesday, August 16, 2011
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