Tuesday, September 28, 2010

Second Presentation

So today is the second presentation for our games. We are going to present the prototypes infront of experts and teachers from other departments and they are going to judge our game ideas.

For this presentation, I had to finish the background for the game. Since we have an art style that looks like a sketch or pencil art, we decided that a background that looks like paper would be better. So I used a picture of graphing paper that I found on the internet and expand it.

Here is a piece of the background. Its nothing fancy, but it matches our art style.


Also, on the last video you had to land on a sign to "win", but it was also kind of hard to see. So I made two others that we could use instead of a sign. Here they are:



Here is the video that I made for the presentation.


That is all, hopefully this game makes it through this round and eventually becomes a full game. Here is the link to the final pitch doc for our game. Thanks for reading.

Thursday, September 23, 2010

Some Art is Done

So another one of my classes has been sucking up a lot of my time during the week, so I haven't really been working on the art as much as I should. But since the final presentation for the games is this coming Tuesday (9-28) I have to finish it before Saturday night. So have this is the only thing that I've worked on.

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These arrows are going to help us show which way the gravity is pulling our character in the game. The reason I made them this way is so that it matches the art style of the rest of the game. If you look at the video that I posted earlier, the arrows stand out too much. This way they will look more natural.

I will post the rest of the stuff when I'm done. Thanks for reading.

Tuesday, September 21, 2010

Gravity Shift Game Pitch Video


So this is the video that we are going to use for the practice run of the second pitch. Since this video was done, the game has changed a bit. I made this video using Final Cut.

I need to finish the art for the game because we still have the ball on this prototype.

Thursday, September 16, 2010

Main Character Revealed

So we decided that the main character is going to be a blob. Unfortunately, we are still not quite sure about the background story for the game. We need to come up with something over this weekend because we have to do a mock presentation this next Tuesday (9-21-10).

I worked a bit more on the art that I posted on Tuesday, and this is what I have so far. Please don't be too hard on me.

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The head looks a little too pointy, so I need to fix it. This will be the sprite used when the character is not moving. I'm also working on another sprite where we see the sprite being thrown into the air.

My assignments for the weekend are as follows:

  1. I have to draw and complete the sprite for when the blob is in mid-air.
  2. Fix the sprite when the blob is not moving.
  3. Make a video for our mock presentation that shows some sample gameplay of the prototype.
The video shouldn't be too hard to do. But I need for Tyler (one of the group members and author of the original pitch for this game) to give me the raw footage. Hopefully he won't take too long, but I know that he's also working on some code for the game.

Anyways, I'll post the art when I'm done with it.

Thanks for reading.

Tuesday, September 14, 2010

Art for Gravity Shift

So I had to come up with "art" for the prototype that we have to present next week. I have to say that I'm not the best artist in the world. So here it is:

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So that is a sketch of a simple level that I came up with. Its horrible art, but the basic idea gets across.


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For our character, we are still not sure if we want an animal, a person or a blob. So this is some of the stuff that I came up for a blob from different angles and movements.


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And if we decide to go with a cute hamster, this is a good place to start.

I still need to work a lot on the art, hopefully I'll be able to get some more work done in the next few days.

Thanks for reading.

Thursday, September 9, 2010

Theme and Goal for Gravity Shift

Today we had the whole class time to work more on our game pitches. Remember that we have to come up with a working  and playable prototype in less than two weeks. We had to come up with a theme and a goal for the game. We are going to focus on those two things for the presentation.

We have been working on the pitch a bit and we've decided on this. We've decided to place the video game in space on a giant space station. We replaced the red ball with a man that lost the ability to use his limbs in an accident, which is why he is trying to get out of the space satiation. But in the accident that caused him his limbs, he gained the power to control gravity. He's using his new powers to escape.

We decided that the theme is going to be "urgency". The players will have a certain time limit to clear a level before the space station blows up. The goal of the game is to make it out of the space station alive.

That's all for now. I still need to work on the art that was suppose to be done today. I'll get it done over the weekend and post it here when I'm done.

Thanks for reading.

Tuesday, September 7, 2010

First Assignment for Game Pitch: Gravity Shift

So unfortunately my game didn't make it through the first round of voting. :( I'm kind of sad because I thought that it had some good potential, but I guess we will never know. T.T

Anyways, today (9-7-10) we found out which games were selected and we also got placed into a group to further develop one of those games. I got placed into the group that will be working on a game called: Gravity Shift. And it actually sounds like a cool game. Heres the details of the game (keep in mind that this is the original game pitch and it hasn't been developed further yet): game pitch. (Your going to need a google account to view the document, sorry.)

So now that we have been dividen into small groups, our job is to make a simple prototype of the game with in the next two weeks. For this, we'll have to create a very rough design of the game using simple art and borrowing code from the web. This prototype will be used in the presentation where the judges will be able to test out our game and ask question about it. We will eventually throw away everything that goes into this prototype, so we don't have to work too hard as long as it looks ok. :P

So as I've said before, I'm on the film side of the EAE program. So my first assignment for this game is to come up with some simple concept art for the character (were not sure if we want to keep the main character as a red ball) and some level designs by this Thursday (9-9-10). 
Hopefully I'll be able to come up with something cool.


Thanks for reading.

Monday, September 6, 2010

Game Pitch: Battle of the Ages

So this is my game idea that I've come up with, feel free to tell what things work well and which don't.

Battle of the Ages




Battle of the Ages is a Odin Sphere meets Guilty Gear game that will allow players to master different sets of controls, character development, exploration, and epic boss fights on a one-on-one basis.

Game Overview

Battle of the Ages takes some of the elements from Odin Sphere and combines them with the fighting and art style of the Guilty Gear series.

Control Sets

Players will be able to switch between two different control sets. The first set will be used when the player is roaming around which is structured in a beat’em up style to get rid of many enemies at once. The second set is activated when a player meets a boss, which will switch the game from a beat’em up to a fighting game.

Character Development

Players will be able to level up during the game, this will increase the damage they can output and the amount of damage received before the character dies. Players will also be able to collect stronger weapons or armor at the end of certain levels or after boss fights.

Exploration

The beat’em up side of the game will have multiple levels. Players will be required to revisit levels to explore sections that they weren’t able to access the first time. Players will be rewarded with items or experience points for this exploration.

Boss Fights


Boss will be fought one-on-one. Players will be able to do different moves than when roaming the world that focus on a single opponent. Players will be able to link moves to do combos and even do destructive finishing moves.



To get a better idea of what I'm talking about here is some gameplay videos from Odin Sphere and Guilty Gear.

So that's my game idea. I'm having second thoughts about some of the stuff that I presented. But I'll just wait and see if my game even gets picked to move on to the next stage.

Thanks for reading.

My Introduction

Hi, my name is Christian and I'm a Film student on the EAE Track. I'm the first one in my family to go to college and, if all goes well, I'll be the first one to get a degree once I graduate.

I love to play video games and watch movies. I mostly play on my PS3 or on my PSP, so I tend to be a bit of a Sony fanboy. I don't play many PC games mostly because I have a Mac, but I have been thinking of getting Windows 7 for my MacBook Pro.

Some of the games that I've played recently are: Assassins Creed 2, CoD: Modern Warfare 2, Star Ocean: The Last Hope International, and Final Fantasy 13.

Apart from being on the EAE program at the U, I'm also trying to get a degree in Japanese. People often ask me why I want to get a degree on Japanese, and I tell them that it's because one day I want to move to Japan and hopefully work in the game/animation industry over there. While I know that it will be very challenging, I think that I should be able to do it.

I'm not very good when it comes to programming, so I tend to go on the art side of things (which is why I'm on the film side of the EAE and not on the CS). I'm good with Maya and I know my way around Photoshop.

Anyways, that's me.