Interstellar Tortoise

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Game Development Journal #5

Posted in Development Journal by evildan
Oct 28 2009

(7/23/08)

I am feeling really good about this new art style. It is really working out so far. I got a letter from a person I’ve been corresponding with who lives in ???? . This guy found my website and played the first point n click game I made (Mysterium), who dug it and was asking about what else I was working on. I showed him the prototype/first pass of Mysterium and he described the Art style as “off-putting” which I found super useful to hear. He encouraged me to do what I think works, but his words only further confirmed that I need to go to a more accessible direction.

Haven’t gotten too much done in the past few days because my dad had to go to the hospital. He is okay now, but it was a bit of a frightening experience.

One thing that I am starting to notice is that for any feature to become properly implemented, there are usually more steps than I first expect.

Example: Have a ‘save’ function in the game (something that I implemented in a rudimentary form a couple months ago). Well, you can’t just have a button that says ‘save’ in the HUD of the game. You need to make an options screen with a save option, probably with several different slots of memory for other players ( or for having a backup in case the player didn’t like the outcome of an in-game decision).

If there are several slots, then there might need to be an option to erase or move the data into another slot. Then you need to have a load screen giving the user the option of which of the slots to pull data from. Lots of stuff seems to have extra steps involved.

Well, gotta get to work!

Tagged as: art, development is hard work, feedback, personal stuff, save, style

Game Development Journal #4

Posted in Development Journal by evildan
Oct 14 2009

7/18/08

Um… Well… scratch that last entry. 

I did some more tests and decided to do all of the work as vector art inside Flash.  I came up with a really simple buy appealing style that I can create really quickly and should be able to reuse as much as the pixel art that I was thinking to do. 

This is kind of a big deal for me because I am so accustomed to doing things so detailed – This will be a huge departure from my usual stuff.  Here is why I’ve changed my mind:

1.       Small file sizes

2.       reusability

3.       this style is fast to make

4.       Its appealing to the average person

5.       I will learn a new art style

6.       It is totally portable to different file sizes

7.       I can create it right inside Flash

8.       It looks BEAUTIFUL on hi rez screens.

9.       It just feels right

Tagged as: art, flip-flopper, planning, style, vector

Game Development Journal #3

Posted in Development Journal by evildan
Oct 12 2009
TrackBack Address.

(Journal 7.10.2008)

Well, I finally conclusively decided on the art style for the whole of the game. I started thinking about how nifty it would be if I could get a port onto the DS, and started thinking what it would be like to make everything at that screen resolution.

So I did a few tests. I realized that using the DS screen resolution could do quite a few good things me, as well as for the game:

  • Drop the file size for the Art to roughly 1/5th what I was originally thinking.
  • Drop the time it would take to create each background at least in half.
  • The production environment would be far more familiar for me – as this is very similar to what I was doing when I worked at Handheld Games. This would also make it easier to make time predictions for scheduling.
  • This would make the game more portable into new environments.
  • This would make it easier to reuse art in different areas of the game.
  • This would make it easier to have a more consistent look throughout the game.
  • This would keep me from doing anything too drastic artistically – and avoid alienating audiences.

So I am now committed to this. Its going to be great.

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Tagged as: aesthetic, art, decision making, DS, ideas that didn't make the cut, Nofriendo, pixel art, planning, style

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