CARTONEROS® is a game currently in development by us - Estudio Antropo.
It is a unique hybrid between a digital video game and an analog board game. It is designed to be a fun and quick multiplayer game, where combat is not central to the experience.
Most of the time playing CARTONEROS® you will find yourself building crews of characters and leading the crews through dangerous expeditions to collect resources - yes, cardboard. Simply eliminating other players might not make you a winner, as games are won by acquiring more cardboard than your opponents.
Visit
cartoneros.co for more information.
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Thanks
the models might be unreadable in their current form, being the low poly boxes that they are... It is hard for me to tell, I have been looking at these for a long time so I can read them pretty well
My son (6 year old test subject) also said that this image below, looks like a house ... so yeah, texturing (and animation) will probably show more. I will post some paint overs first, as I am looking for artists to work on the texturing.
Again, models are untextured (just a tiling cardboard texture on them.
Looking for texturing artists/illustrators to cooperate with on that.
The game is playable on a flat board like a board game, which also needs to be covered line art illustration. Due to the board being divided into many box-like windows, I think it will be possible to divide between multiple illustrators easily. I'll explain if someone is interested in working on that.
The static scene tests, feel free to comment again, thanks.
Character body. Goes underneath the armors, but is rarely seen, only after a character dies and his armor falls apart.
Imagine if you couldn't tell the difference between any of the Team Fortress characters. Think of the frustration!
Very special style!
- Yes it is difficult to distinguish them purely via shape, you are right. We plan on launching a playable version soon, so that we can continue to develop with player feedback. Therefore, the models will probably remain the same in this version, but will likely be changed or new models will be added later.
- But, we plan for each class to have a very different set of weapons, which should actually be the defining part of the visual representation of a character class. They are often as large as the characters body, so they are recognizable from the top overview. The weapons are therefore our primary way of distinguishing the classes, indeed. (color and animation are secondary)
-Also, we plan to making the game playable on mobile devices with view being controlled by user hand movement (we use a large augmented reality marker called boARd for that), where the player can by a simple hand movement zoom in on a character and read its status, so this kind of exploration will be a big part of the gameplay. This however will not be that simple on a stationary computer
Thanks guys, I'll post some next progress scenes later.
The mobile version of the game will be playable like this