The Game is finally out on Google Play!
https://play.google.com/store/apps/details?id=com.JESoftware.ZombieDefence&hl=sv
Hi! My name is Jenz Olsson and I am a co founder of
JE Software. We are a small Indie Game company located in south of Sweden.
(I was previously an environment artist at IO Interactive. I worked on "Hitman Absolution" for over three years and ultimately got the game released.)
Today I want to introduce our working title
"Last Hope". It is an arcade game for the popular mobile platforms.
(We are using Unity game engine.) I don't want to go in to details what the game is all about, to be brief; It is about guns and zombies. :-)
!Everything is under development and still work in progress! I appreciate all the input and feedback I can get from all the wonderful artist here at Polycount.
So don't be shy,say what you think or if you have nice ideas to share! I going to continue post samples from our art in this thread. Or if I just want to cry for help! ;-)
Please "like us" at Facebook if you find the project interesting. :thumbup:
https://www.facebook.com/JeSoftware
Our latest base Zombie Model: (Turntable .mp4 avi)
http://www.jenzolsson.se/JESoftware/Polycount/Turn.mp4
Wireframe and Texture of the Zombie:
It is a tricky balance to keep him likable, cute and scary at the same time. We are aiming for a colorful world but not completely without misery. This is, could be the first state of Zombie. As the time goes he becomes more and more skinny with more and more wrinkles.
Finally some props from our game. Assembled around one of the shacks, same as the one seen on the start picture. Half and half with wireframe... (A little weird but I thought it kind of looked nice?) Better representations will be seen in the future with real screenshots from the game.
That is it for today. I am going to give an update as soon as I have something new.
/J
Replies
I mirror the side so I made the text with small decals instead.(floating polys) Otherwise pretty straight forward. I mostly used one smoothing group.
152 Tris /2 Materials. (The decal material disappears quickly.)
I'm liking the style so far and dig the aesthetic of the first screen with the title. Are the characters going to have normal maps?
Thanks a lot!
Thanks! And to answer your question: no
- This is my motivation, 1. I mostly use the normalmaps to give the props a softer look (with low amount of polys and smoothing groups) but of course, also to add more detail. But the character already have a really soft shape, compared to a sofa for example. You could argue that, to add the extra polygons are cheaper then enable the normalmaps. For the weakest platforms we will disable the normalmaps, some of the props will have a little funky shading...
2. It is time consuming to make all the maps and we don't have a proper character artist in house. :-(
var exakt
Thanks lotet, We are spreaded all around, I am working from Karlskrona. :-)
Thanks for the feedback pixelpatron, I have added some flickering stars to the sky. What do you think?
I am glad to hear you like the character and props onizuka92! :-)
To see the sky in action:
[ame="http://www.youtube.com/watch?v=3jPrOvsBI7Q"]http://www.youtube.com/watch?v=3jPrOvsBI7Q[/ame]
How I did:
While I was in the jungle and trekking, my friendly programmer has updated the game with more game logic. But no art has been produced during the time I was away, unfortunately. Before I left on holiday we worked heavily on menus. We use Unity together with NGUI to create our GUI.
This is where you select your levels. There is some animated things in the background. All the levels is in a row. We are aiming for about a 20 levels. When we release more we need a smart way to sort the levels. (Worldmap perhaps?)
This is the style throughout the game menus. Any Input?
Here is a new postcard from the game. All work in progress of course...
cheers!
Keep up the good works (Y)
The 3d stones are synced with the under laying ground texture. So if you remove the models you have the same stones underneath. So on low devices it will still have stones but a flat versions. (The AO could be a problem...)
My Iphone5 doesnt have any problems. It is only one drawcall, no normalmap, "no overdraw". And it can push polygons pretty well. The Quality Setting will fix any issue on low performance devices.
Firebullets flying towards the targets! Dealing more damage, splash damage and damage over time...
cheers!
I am glad to tell, the game is done! Unfortunately only on paper. :-( We locked down all the levels and feature so NOTHING can be changed or added, right? That is really not going to happen when making games *sigh*. But one can hope and it is really good to have this document as a frame for the project. All the new cool ideas are reserved to the upcoming "patches". So for some time we went in a...
Here is some samples from our storyboard / level location concept. It is pretty straight forward, small thumbnails showing the angle and where the creatures should spawn. We are aiming for 20 levels for the first release. With replayability element like highscore, earning stars (Angrybird Style), XP and collect coins, hopefully it is enough.
Also I made a concept of how we can change the strength of the enemies without changing models or animations. They do this in all RPG games basically. My explanation is, the virus have different stages. Beginning with a infection, evolving to firing heat which burst and only ashes of a creature remains. (With thorns growing out?!)
So now when the design phase is over, we can continue doing some game development for real! We have created two new levels in one setting, an old abandon soccer field. First one is seen from a distance, the other level is seen from the center of the field. First up is to clear the level from Undeads, afterwards when you down on the field wanting to play some ball you are overrun by those creatures.
A small little prop for the field. Really quick and dirty!
As a bonus, here are some ideas which didn't make it! It will perhaps come afterwards but not for the first release. I have a whole notebook with these kinds of sketches. The idea is that you are exploring the wasteland trough a map, with different themes on the different locations.
To wrap it up!
I hope you all have a wonderful creative weekend! I am currently making hamburger breads while writing on polycount. It is all good! (I am at my in law parents place, we are going to celebrate my girlfriends birthday. )
Bread, Love & Design!
Love
/Jenz
I am happy that you are following our progress cmtanko! I was smiling when I read your post. :-)
I have mostly made environment art during my career in the game industry. For this project I try hard to do best I can with GUI design/art, animation, character art and finally environment art. It is really fun and creative to work on other areas as well, outside my expertise. But if someone wants to unload my burden just give me a pm. :poly121:
I recently made a character study. Anatomy, proportions, skinning and so on. This is the result: The Texture is not final.
Here is a work in progress for some motion.
http://youtu.be/1ebd5PQ5dbc
I hope you all have a nice weekend!
Cheers!
I still haven't showed you how the game is played and how it looks like in action. I guess a lot of you already figured out what kind of game it is.
I would like to show a bit of the game here.
Last Hope Flare Gun
This is a video demonstrating the basic mechanics and the use of a flare gun during a night level.
Your mission is to defend the house and tower against waves of Undead trying to get your juicy sausages!
(ps. How do you embed YouTube? I managed once by just copying the link...)
Best Regards
I gonna keep checking this thread.
Nice Leonardo Zombie lol
Looks great with the menus and all that. Coming together nicely
Cant wait to play it!
(It's only for Android platform.)
As for the environments, my only advice would be to try and fill them with a bit more low poly props, vegetation and alpha decals for terrain variation; you'd be surprised how much phones can handle these days! Even the devices that are a couple years old are very powerful. I can't wait to see more and good luck on your Beta! I would sign up right away if I had an Android
More is more!
I'm very split in my mind what I want in animation way. On one hand Zombies are very popular but on the other hand they are very saturated. I am somewhat taking inspiration from the Undead "race" in Warcraft. Someone or something is controlling these guys to do "evil" things... And the journey will give out breadcrumbs of clues... So right now they are a more aggressive Human like type. We don't want to compete with the Walking Dead universe for example, we want to create a more crazy, unrealistic, arcady, (colorful) world. But not without emotions...
https://play.google.com/store/apps/details?id=com.JESoftware.ZombieDefence&hl=sv
Because this is the place where art are born maybe you already have the best item ready to use in the game. I hope you try out our game and consider to be a part of it! We are currently working on marketing the game and soon after we are going to make it compatible with IOS.
Best regards from us at JE software!
thanks!!!
Cheers
Jenz
We are currently making an IOS version of the game and hope to expand the universe and this game with extra everything. I hope you have enjoyed the thread and played the game. We will continue posting art from Last Hope so this is not the end, only the beginning!
Follow us att Twitter
https://twitter.com/JESoftware
Follus us on Facebook
https://www.facebook.com/JeSoftware
For the upcoming patch we would like to add a weapon store. Melee weapon, assualt rifles , sidearms, shotgun etc. Here is a mockup of the work in progress. (We are also looking into adding more animations to the game. More variations...)
The upcoming patch! 3.5
The gore!