Hello everyone,
I've just started my Masters in games design and I'm using it as a way to create a game within the year. I am opening this thread to show the art/gameplay development over the next year. I'm using this to hopefully get some useful feedback on the project and some interest in it as it evolves.
If anyone has any experience in creating games as a solo developer I would love some insight into your project and how you've created it. Here's a bunch of questions that relate to the research I need.
First off, what methods did you use to plan out the fundamentals of the game?
What major difficulties have you encountered during the project that you think could be avoided?
What gameplay elements would advise to stay away from for a small game?
Did you use any time saving tricks in asset or concept creation? if so what where they?
What element of the project do you think takes the longest period of time? Could it be shortened in any way?
Links
Blog: http://paulscottmagamedesign.blogspot.co.uk/ - this is the main blog where everything will be researched and posted. Follow if you're interested in the research part of this project
Website: http://www.paulscottdesign.com/
Twitter: https://twitter.com/Pasco295Artstation:
https://www.artstation.com/artist/pasco295
Replies
Project Idea:
For the 3rd attempt at the main characters vehicle design I began using exaggeration on parts of the model to give it some interesting features. Once I had created the main structures I looked into adding aspects to give it character. I want the tank to be something similar to the characters home, so I took some inspiration from pack mules and loaded tonnes of junk on and around the turret.
I then focused the design down to a few major assets on the tank to explain the tastes of the characters and how they could use the space. For example next to the machine gun is an open case full of ice and drinks, once of which is open with a straw pointing towards the open hatch. On the other side there is also an old CRT TV and an old games system, these don't just show the characters have an interest in games but also gives some idea of things available in this time period.
I'm really enjoying this design at the moment but I think some of the clutter could use more detailed versions and some more variance just to make it a bit more interesting. Also maybe adding a deck chair under the umbrella would be cool.
Any thoughts on anything that would improve the design?
I also think maybe using fewer barrels/crates would be a good idea, if you need another boxy object, a minifridge would be a decent choice. It's also a bit rear heavy, depending on the players camera angle this may not matter much but its very odd from the side.
Regardless, looks great. Lots of character.
The tutor has just changed how we are doing the project in a good way. The next 3 weeks will be used to create something to see if I feel the project is working etc, so for this I'm going to be getting some type of 1st level as polished as possible. Currently I have the level at about 4 minutes in length with 3 enemy types programmed in and 2 more with models to work with.
Here's quick video showing what I've got this week. There's a few gaps in the attacking for dialogue or to give the player a break. Also there is going to be a boss instead of the last chunk of enemies, that's the main thing I have to work on currently. What do you think?
https://www.youtube.com/watch?v=l4eKYIqtBjk
These are all the current enemies I have created over the week.
Pretty happy with how the basic bomber has turned out. I think having the 2 top and 1 bottom cockpit helps emphasis the scale of this aircraft. I might have a play around with giving it a more interesting tail though.
The fighter is the kinda boring now that I look back at it. I've done some quick sketches (Mainly the top 2) for new versions, anything in particular stand out?
Not currently programmed in the helicopter, I'm loving the front and back views for it though. The curve of the body creates some nice shapes with the lighting.
This is my favourite of the bunch. I'm going to use them as living landmines mostly, hence the antenna to warn players of the location when buried. I've added some closed panels on the sides so later on I can maybe make variants of these that do different things.
Done a set of 5 paint jobs/patterns. I'm liking 5 the most because the graffiti was fun to do and adds a lot of unique details around the tank. 2 is my second favourite but it might be a bit too saturated the rest are pretty standard.
I'll hopefully be adding multiple paint jobs later on so I guess having some regular ones fills up the choices the player can choose from.
Artstation for more images: https://www.artstation.com/artwork/y6BAK
model
Uclan in preston (UK) it's pretty good there, the tutors leave you to work on what you want unless you need help.
So after I did the plan I went and rigged up the testing model so that I could start to program him in. Currently I have all the bosses fundamental attack patterns in and have each one of them introduced at a set time during the fight. I think that the boss works quite well but is lacking a few visual triggers for attacks (Laser charging etc) so I'm going to look into how to make some useful visual triggers using sound and particle effects.
Also if I can get it working on a university computer i'll see what some other people think of the fight.
Thanks
Today I've begun doing some more visual work, mainly particles effects at the moment.
I got a bit carried away in the end and made 14 of them but at least that's particles I don't have to make later !
The fire is is the only one that's used in engine as a scenery piece, the rest are explosions and such so I'll show them off in the next video sometime this week.
Finally I have sketched up what I want the boss to actually look like based off the prototype I made. I'm really happy with the way this is going at the moment in terms of the design of the boss, however any thoughts on improvements to the boss or the overall piece?
I'll be painting this up a bit tomorrow hopefully if I have time after messing around with adding some more sounds to game.
This is what I came up with. Spent from 11pm to 10 am doing the whole thing but it was worth it, I plan on having a few different jokey signs so its random which one is in the level. Can anyone think of funny names for the signs?
The ingame version uses 2x1024 sets but I always paint at 4k for the hell of it.
model
Currently looks a little odd in game since no other scenery assets have texture yet.
New video is up with a lot of new stuff compared to the old version. Sharpened up the characters movements a lot now and everything has particles and sound effects!
Was going to upload this stuff separately originally, but that's boring so I bashed it together into a condensed version of the game level. I think I might use this as the maps Icon on the level screen
model
Breakdowns at: https://www.artstation.com/artwork/DlPXn
This ones got all the proper assets in it now
https://www.youtube.com/watch?v=f38G2Wb5Jzg
Sketchfab of the boss' intro
model
My concept list is small for now since I only have 5 weeks to get the second gameplay style in with finished assets and stuff. Anyway I have a proper concept for the main character now (instead of just the Chibi version I posted ages ago). Also a bunch of weapons and bullet types.
Character process breakdown if anyone's interested.
https://www.youtube.com/watch?v=yN2W99_f6oI
Is it a bit inspired by Tank Girl ? And that metal heal boss reminds me so much of Starfox 64, coincidence ?
Well I just have 2 things to say if you ever gonna keep going on and improve on this project ( to make it a full game ) :
1) the nice renders you posted a while ago looked better and more cartoonish, I wonder why the game doesn't look like that :
2) the girl's animations could be a lot more dynamic and fun. That's probably the hardest part to do. It's already good enough for a demo/school project, but if you can take a look at Seraph, now that would be funnier to play. With a bit of gun kata from Equilibrium maybe ? ^^. Or she could be "dancing" to some metal/punk music while wreaking havoc shooting everywhere, like Vanessa in PN03.
Yeah I'm just dreaming big I know... but I guess you should find a way to make it more appealing than most side-scroller shooters already available.
Anyway, GG for now.