Hey dudes, currently working on a game called Pygmy panic for iPad. I'm working as the artist handling the environment and illustration work, while the animator does the characters. This is the first time most of us have worked as a team, and the first time we've made anything for ipad, so it's been quite the adventure!
The game uses Augmented Reality to project a floating island into the real world. The player then acts as a god and must stop the attacking brute creatures from capturing the pygmy character. We really wanted the AR to be useful so the game was designed with a lot of movement in mind, having to walk around the AR card to hit enemies moving behind objects etc.
We are currently at the end of week 2 of development, with 7 weeks left until we show it off to the public in Scotland with a 5 minute demo. If anyone's interested in liking our Facebook page it would be much appreciated!
The environment work is awesome, the only weird thing I noticed is the character stuff seems like a completely different style to the environment, taking on a cell shaded type look. The outline on them is also pretty thick. Ship looks really nice!
Torch Thanks! We are trying to go down the classic animation route, with detailed painted background work and cell shaded block colour characters. We just thought with the limited screen size this would be the best way to make the characters stand out. I can certainly understand the strange look when zoomed right in, but the player probably wont be able to get that close. Thanks again
Nathanbarrett Cheers! We are making the game in Unity 4. Myself and the character artist used 3ds Max to model and Photoshop to paint the textures.
I would have to say the first thing that popped out for me was what torch said as well. I thought the characters look different than the environment. I really do love the environment designs though. Looking forward to seeing more!
While I get why others are concerned about the difference in styles between the environment and the characters, it still works for me. Kinda neat to see both styles used, together. I would tie it in, though with other items that are done in the same style as the characters, so we understand it was by purpose. Perhaps that style can indicate what can be interacted with?
Thanks for the comments! We were pretty happy with the separated styles, since we were aiming for something looking like classic animated films. Unfortunately due to performance issues, we had to remove the outlines since this doubled the tricount. Currently we are optimizing some of the meshes to try and get a few more frames out of the ipad 3.
Thanks Torch
Another update. We are all pretty much finished with our work now, so we are waiting for our programmer to get the rest implemented. We have had some fantastic industry feedback over the past few weeks, so we are confident we are in a good place at the moment, which is great since it feels like we've been on a roller coaster of love/hate with the game.
Thanks! Yeah it's on ipad 3, ipad mini and iphone 4s, running fine We had to remove the outline of the characters though. Should have a gameplay trailer at the end of the week, but we are trying to be pretty secretive at the moment
Trailer is out. Enjoy!
We were planning to put to submit it to apple today but obviously the servers are still down...really annoying timing, but cant be helped.
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Nathanbarrett Cheers! We are making the game in Unity 4. Myself and the character artist used 3ds Max to model and Photoshop to paint the textures.
Thanks for the comments! We were pretty happy with the separated styles, since we were aiming for something looking like classic animated films. Unfortunately due to performance issues, we had to remove the outlines since this doubled the tricount. Currently we are optimizing some of the meshes to try and get a few more frames out of the ipad 3.
Another update. We are all pretty much finished with our work now, so we are waiting for our programmer to get the rest implemented. We have had some fantastic industry feedback over the past few weeks, so we are confident we are in a good place at the moment, which is great since it feels like we've been on a roller coaster of love/hate with the game.
have you tried running in on an iPad yet?
with outlines and cast shadows you might get performance issues.
We were planning to put to submit it to apple today but obviously the servers are still down...really annoying timing, but cant be helped.