Hi people, I already published some stuff about this project on this forum, you can see the old thread here, but I decided to start a new thread with a selection of the best published images and some new ones.
Full Blast is a top down ship shooter for iOS and Android devices. We are 2 persons involved on this project, me for graphics and a programmer for code, but probably we will add a sound designer to the team soon and maybe also an UI artist. We are working on the project on our free time, so its development is slowly, but surely, we have about a 30% of the game done, we plan to make 12 levels and we have 4 done.
judging from the video, the ship controls have intertia. inertia is a huge no in the shmup community as it reduces precision, even in games without dense patterns it's important to have as tight of controls as possible. check out cave's iphone/android ports, they handle precise shmup controls on phones really well.
judging from the video, the ship controls have intertia. inertia is a huge no in the shmup community as it reduces precision, even in games without dense patterns it's important to have as tight of controls as possible. check out cave's iphone/android ports, they handle precise shmup controls on phones really well.
Important thing for all users:
-The video was recorded on easy mode
Racer445: There's no inertia in the video, even if it seems so. When you touch on a position on screen, the ship will travel to that position and start braking as soon as it gets close to the touched position. That could be your inertia thing.
Of course besides that "automatic" thing you can drag your finger around the screen to move the ship.
In any case we will include 3 different control schemes, and there's a control scheme with inertia and it's really fun to play with.
Wow, your designs are very consistent and well built. The thing that most impresses me is that the city is so muted and subtle in color, so everything else just pop-up. I can't criticize anything because it looks very good. Good job, man.
I was really busy at work this summer, so my progress on this project was really slow. Here you can see a couple of models more for this game and I'll post soon pictures of the next levels showing the art of the new tileset
I've not much to say, I like the artwork.
The only thing that really bother me is the lack of atmospheric perspective. Adding atmospheric fog/clouds/mist and all would be a HUGE plus I think. Everything would blend together nicely and it could help read the units even more because at the moment AO and shadows on the tilesets looks way too dark to me.
Gameplay wise, I'd like to see different weapons and superpowers. Like some superpower popping randomly on the screen and you have to tap them quickly to activate them before they disappear.
Other thing that would be supergreat on a touchscreen device would be some sort of rockets that you launch from your ship with your finger. Maybe you could even draw the rocket path before it's launch with your finger or something. Well I guess that would conflict with the ship movement order mecanism but you get the idea...
For me, to play such games, I would expect a very good use of the tactile device for weapons that involves skills, speed and reflexes.
Anyway, looks really good so far keep it up, good luck with the release.
@Cremuss: we didn't add fog because it is pretty expensive on movile devices, moreover we have pretty a lot of alphas on our environments and fog may cause some issues with alpha ordering.
About the gameplay we will keep it simple, just few different game mechanics which work fine, our priority at the moment is to get a well polished product not a super original one.
@Jernej: yep we are targeting mobile, but we have the draw calls under control, our environment tiles have just a couple of draw calls each because we use an atlas for the whole environment and the maximum of visible tiles at the same time are 2, so we always have few draw calls.
Here are some pictures of the 2nd boss (3 in total), it is the big daddy of the brain bug :P
Hi again guys, here are the first pictures of the 3rd tileset (and the last one), I'm about to finish the art of FullBlast , but we still will need some months of polishing before release it.
so awesome
could you show a breakdown or a tutorial on how you make your textures? they always look so clean and you really make those shapes pop, so much detail.
I made this picture some time ago to post on other forums where sombody asked me the same question, I hope that it be useful for you.
In some cases (for example the fish) I also project a normal map on XNormal and apply it to the model in a scene with a simple light setup to bake a complete map, by this way I get more volume and a more convincing illumination.
I'd probably expand the froth around the objects in the water and in the wake. The wake itself is hardly noticeable. Particles will of course help, but I'm assuming that is coming.
A dark shadow on the surface of the water over the submerged portions of creature might help.
You might want to add blinking red lights (i.e. circular billboards) on top of the radio antennas and the oil rig.
The white parts of the oil rig look untextured. Yellow for the cranes and orange for the lattice work might look better.
@lotet: Here you can see the light set up of the brain bug (one of the more complex) and as you can see it is just 2 omnis and one skylight, about the material I just used the texture "1" as diffuse and specular and the "2" as normal map and rendered with the default scanline render, the result is the complete map which I used as final texture with some minor tweaks.
@DWalker: The froth is more visible ingame since the texture is panning and the effect is pretty nice, we can't add too much particles or shadows because we're developing the game for Android/iOS devices and we want that it runs at 30 FPS on as many devices as possible.
Good points the blinking red lights and change the colors of the oil rig white parts, probably I'll change it, thanks.
@SaboR1996: If we have a decent sales on Android/iOS we plan to port the game to more platforms: PC/Mac, Ouya, WiiU, etc... We are using Unity for this game so it would be pretty easy to port it to other platforms.
@SaboR1996: If we have a decent sales on Android/iOS we plan to port the game to more platforms: PC/Mac, Ouya, WiiU, etc... We are using Unity for this game so it would be pretty easy to port it to other platforms.
Have you thought about trying to get it greenlit, its a great way to see if people are interested for PC :P
Yep, we probably present it to greenlight, but once the game be almost finished, to show a good gameplay video, etc...
Here you can see the last illustrations for the loading screens, with this ones we already have one illustration for each of the 12 levels, we will use them with a short text as part of our simple storyline.
@q7204k: for ships/monsters yep, I usually I create a highpoly model to bake textures from it, for environments it depends on each object, in some cases I do it and other ones I just create handpainted textures.
@RyanB: thanks, I still have to tweak a bit the color schemes on some levels.
@Fisty: you're a pervert!!!, it is just a sandworm
Can you explain a little more about the tilesets...
eg Is the whole tile including building and other objects exported from the 3d package into unity?
How are the shadows calculated for the ships (enemies and player)? We are having problems with the quality and performance of shadows in Unity on mobile.
And also are the tiles moving down the screen or is the ship flying through the scene?
thanks and great work, cant wait to play the final product
Can you explain a little more about the tilesets...
eg Is the whole tile including building and other objects exported from the 3d package into unity?
Yep, each level is composed between 4 to 6 different tiles wich spawn randomly. I export the whole tile (ground, buildings, etc.) but some objects which the player interact with, like turrets, etc. are added ingame to create a prefab with all the elements together.
How are the shadows calculated for the ships (enemies and player)? We are having problems with the quality and performance of shadows in Unity on mobile.
There is no lights, nor shadows on our game, the shadows of the environment are a lightmap and the shadows projected by the ships are just sprites.
And also are the tiles moving down the screen or is the ship flying through the scene?
Tiles move down the screen, camera is fixed.
We are in the final stage of development and will post more stuff soon, we hope to be able to release the game the Q4 this year or even earlier
Hi guys, the countdown for FullBlast release has begun, we hope that it be available for both iOS and Android devices on early October
We're polishing the last details, here you can see the some pictures of the scene from the game menu
And here a video of the game menu itshelf, it already has the final soundtrack by Machinet Musica.
[ame]www.youtube.com/watch?v=9-g0J5JfLLY[/ame]
We also have created a page of the game on IndieDB where we will publish news about the game; you can see it here. Any help to spread the project is really appreciated and as always crits and comments are welcome
Well done man, some fantastic work and a really nice thread. You've put some effort into getting everything just right and its been a pleasure watching your asset pipeline.
Replies
The first tileset
[ame="http://www.youtube.com/watch?v=nVG9gtLOb68"]Tileset City (3ds Max) - YouTube[/ame]
Some illustrations for the loading screens and the portraits for the dialogues
The last gameplay video
[ame="http://www.youtube.com/watch?v=-5Cs_Qc9E2k"]FullBlast_beta - YouTube[/ame]
Some screenshots
judging from the video, the ship controls have intertia. inertia is a huge no in the shmup community as it reduces precision, even in games without dense patterns it's important to have as tight of controls as possible. check out cave's iphone/android ports, they handle precise shmup controls on phones really well.
Important thing for all users:
-The video was recorded on easy mode
Racer445: There's no inertia in the video, even if it seems so. When you touch on a position on screen, the ship will travel to that position and start braking as soon as it gets close to the touched position. That could be your inertia thing.
Of course besides that "automatic" thing you can drag your finger around the screen to move the ship.
In any case we will include 3 different control schemes, and there's a control scheme with inertia and it's really fun to play with.
That was just what I was intending when I created these assets, I'm glad that you noticed it
I see everything good. Good luck with the game. Cheers from an spaniard.
I hope you've got good sales. I can´t imagine the amount of work xD.
Que tengáis buenas ventas, no me imagino la pechá de currar xD
I was really busy at work this summer, so my progress on this project was really slow. Here you can see a couple of models more for this game and I'll post soon pictures of the next levels showing the art of the new tileset
No other words in mind.
@mcunha98: yup, it is Unity3D
Another enemy and more illustrations for the loading screens
I've not much to say, I like the artwork.
The only thing that really bother me is the lack of atmospheric perspective. Adding atmospheric fog/clouds/mist and all would be a HUGE plus I think. Everything would blend together nicely and it could help read the units even more because at the moment AO and shadows on the tilesets looks way too dark to me.
Gameplay wise, I'd like to see different weapons and superpowers. Like some superpower popping randomly on the screen and you have to tap them quickly to activate them before they disappear.
Other thing that would be supergreat on a touchscreen device would be some sort of rockets that you launch from your ship with your finger. Maybe you could even draw the rocket path before it's launch with your finger or something. Well I guess that would conflict with the ship movement order mecanism but you get the idea...
For me, to play such games, I would expect a very good use of the tactile device for weapons that involves skills, speed and reflexes.
Anyway, looks really good so far keep it up, good luck with the release.
We are using unity for our games and when we try to have shadows it takes a lot of draw calls to render stuff. When we use lightmaps we break batching
@Cremuss: we didn't add fog because it is pretty expensive on movile devices, moreover we have pretty a lot of alphas on our environments and fog may cause some issues with alpha ordering.
About the gameplay we will keep it simple, just few different game mechanics which work fine, our priority at the moment is to get a well polished product not a super original one.
@Jernej: yep we are targeting mobile, but we have the draw calls under control, our environment tiles have just a couple of draw calls each because we use an atlas for the whole environment and the maximum of visible tiles at the same time are 2, so we always have few draw calls.
Here are some pictures of the 2nd boss (3 in total), it is the big daddy of the brain bug :P
Great work.
I think the last guy you posted got a bit too white. I like the more pink look on the highpoly.
Keep up the great work!
@jeremiah_bigley: maybe you're right, I think that I'll tweak a bit its color when I place it on the level and see how it works ingame.
Just 2 new pictures: the shield for the Brain Boss, and the first asset for the 3th (and last) tileset, a battleship.
And also a new enemy for this tileset
could you show a breakdown or a tutorial on how you make your textures? they always look so clean and you really make those shapes pop, so much detail.
I made this picture some time ago to post on other forums where sombody asked me the same question, I hope that it be useful for you.
In some cases (for example the fish) I also project a normal map on XNormal and apply it to the model in a scene with a simple light setup to bake a complete map, by this way I get more volume and a more convincing illumination.
or at least some crazy light set ups and baking and re projection craziness, but I guess its just the good ol´ bent normal map
A dark shadow on the surface of the water over the submerged portions of creature might help.
You might want to add blinking red lights (i.e. circular billboards) on top of the radio antennas and the oil rig.
The white parts of the oil rig look untextured. Yellow for the cranes and orange for the lattice work might look better.
@DWalker: The froth is more visible ingame since the texture is panning and the effect is pretty nice, we can't add too much particles or shadows because we're developing the game for Android/iOS devices and we want that it runs at 30 FPS on as many devices as possible.
Good points the blinking red lights and change the colors of the oil rig white parts, probably I'll change it, thanks.
@SaboR1996: If we have a decent sales on Android/iOS we plan to port the game to more platforms: PC/Mac, Ouya, WiiU, etc... We are using Unity for this game so it would be pretty easy to port it to other platforms.
thanks Tucho
Have you thought about trying to get it greenlit, its a great way to see if people are interested for PC :P
Here you can see the last illustrations for the loading screens, with this ones we already have one illustration for each of the 12 levels, we will use them with a short text as part of our simple storyline.
I have a question - every model you make from high poly -> low poly?
@q7204k: for ships/monsters yep, I usually I create a highpoly model to bake textures from it, for environments it depends on each object, in some cases I do it and other ones I just create handpainted textures.
@RyanB: thanks, I still have to tweak a bit the color schemes on some levels.
@Fisty: you're a pervert!!!, it is just a sandworm
I wish you that it turns out a great success!
Angel.
I wish it becomes a big success
Angel
Can you explain a little more about the tilesets...
eg Is the whole tile including building and other objects exported from the 3d package into unity?
How are the shadows calculated for the ships (enemies and player)? We are having problems with the quality and performance of shadows in Unity on mobile.
And also are the tiles moving down the screen or is the ship flying through the scene?
thanks and great work, cant wait to play the final product
Yep, each level is composed between 4 to 6 different tiles wich spawn randomly. I export the whole tile (ground, buildings, etc.) but some objects which the player interact with, like turrets, etc. are added ingame to create a prefab with all the elements together.
There is no lights, nor shadows on our game, the shadows of the environment are a lightmap and the shadows projected by the ships are just sprites.
Tiles move down the screen, camera is fixed.
We are in the final stage of development and will post more stuff soon, we hope to be able to release the game the Q4 this year or even earlier
We're polishing the last details, here you can see the some pictures of the scene from the game menu
And here a video of the game menu itshelf, it already has the final soundtrack by Machinet Musica.
[ame]www.youtube.com/watch?v=9-g0J5JfLLY[/ame]
We also have created a page of the game on IndieDB where we will publish news about the game; you can see it here. Any help to spread the project is really appreciated and as always crits and comments are welcome