Next illustration (in progress): this depicts one of the planned boss fights. A snake charmer and his cobra. But the cobra is a gorgon. There is also to be an army of normal cobras for gameplay purposes, but for this illustration I couldnt find a way to include the cobra army plus the charmer plus the gorgon and the hero…
Still grinding out the blockout. Working on second to last area. Workflow Very glad I chose to do this in maya because I've made a few major overhauls and it has been painless to do so. Level is starting to come together nicely - it plays decently and each area has a distinct look. I am sure it will evolve considerably but…
Okay finished this one and it took longer than all the others combined. had to come up with a new workflow and style. for this one i wanted to hand paint a lot with the gorgon character - e.g. not relying on just overpainting some photobashed stuff as much. But then it becoems a problem if I cannot paint to same quality as…
https://youtu.be/Z9ZDtqA9Cqo Got the biggest forms of the level blockout done. That is major landmarks, boundaries, and space for all of the major engagements to happen. Now I am beginning to go into each of the major "zones" and refine a bit further. I am not developing a modular kit yet because the type of architecture…
A few updates: Was getting creative burnout from so much level blockout and trying to start with characters just wasn't happening. I did get together plenty of concepts and grabbed a few models that might be used for base meshes. Shifted gears to some more techy stuff. Working on a tool to export objects by name from maya…
Project review: Getting close to six month review. I make a full review after completing my next milestone but a few short notes might be worth sharing here. In previous six months I have:* completed prototype, which tested out a few combat mechanics and discarded many ideas to focus on a focused ranged-only design *…
@Bolovorix thanks! @Fabi_G , thanks! I hadn't considered player placed traps, but I have sketched out some ideas for environmental traps. I was thinking that some enemies might not be possible to defeat directly with your firepower, but have to be lured. Regarding visual design, I took a look at Ashen and thats definitely…
Thanks @zetheros I go back and forth on how far to push it. Sometimes I love it, other times I feel like it's too heavy handed. But the buildings will get eventually get some accent colors which will break up the monotony of yellow, so I better wait until materials are in place before making a final decision about lighting…
Okay last time I posted my next plan on the agenda was to start refining the level geometry. However, I realized that I didn't feel confident enough about some of the gameplay to be ready to commit to making art. The ranged vs ranged combat I felt was pretty solid, but fighting pure melee enemies left a bit to be desired.…
edit: anybody has any critiques for these illustrations I'd love to hear them. "Finished" this illustration. There are a few bits of detailing I'll poke at here and there, like making some of the horses faces more distinct. Also moved the text to a separate layer so its more modular. I might settle on a different text logo…