I_smell

[DevLog] Battle Snooker (Working Title)

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New character! Freezer units:

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Freezer Unit:

  • Pauses opponent units
  • Slows down the match, makes a match take longer
  • Allows other units to overtake paused opponents
  • Nullifies traps
  • Does very little damage
  • You cannot win a match with this unit alone


This one actually boosted straight ahead in the beginning, and then staggered a bit toward the end.
I had a strong idea of what I wanted this character to be, and he’s basically a depressant. He’s 25 acting like he’s still 18. He’s slowed down and paused his life. Judges everyone else for settling down, getting a mortgage, having kids- why would you?? Slow down, relax, what’s the rush? What’s the problem? Get off my back, I just do what I wanna do, we wanna get loaded, and we wanna have a good time, and that’s what we’re gonna do. etc.

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In my first couple concepts it looked a bit too much like I was employing the archetype of a jock or a bro or a frat boy, but that’s not exactly what I’m going for. This character shouldn’t be arrogant as an effect of confidence, he should only ever appear arrogant as a defense. We’ve all procrastinated and it’s not something you’re typically proud of, it’s a weakness.

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A couple things I liked on this character:
Puppy fat, neck-beard, typical of a coddled dropout
Low-maintenance haircut, or possibly high-maintenance, bad haircut
A heavy, long, Silent-Bob coat; looks defensive, makes a person look sedimentary… I was trying to find things that teenagers would find cool, but then would look bad or dumb on an adult. That’s why he has that facial hair as well.

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In that vein, I started looking at overgrown teenagers like Liam Gallagher or Kid Rock or Jason Mewes for inspiration. I also looked at some college metalheads. It was good to look at those styles, but I wanted to make a character who was not a cool rockstar himself. Just another delinquent who fancies himself a rebel.
It sounds like I dislike this type of person, but of course he has a lot of charm and is probably a nice guy on the inside. Any douchebag vibes he’s putting out are just a misguided defense.
Same as with the previous character, I had to rein this guy in and bring him closer to the homogenized atmosphere of the game itself at the end.

I still dislike a couple things about the final design. I hate props, and I don’t want characters to be defined by props. It’s cheating and it’s too on-the-nose. I’m dieing to remove them, but I was just struggling to draw another pose I liked. This was pose #18 and I’m making this game for 3 hours at a time on Saturdays. Ya gotta keep it movin’ at some point. Hopefully I’ll get to revise it later.

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I took a break from concepting characters to actually draw some final-ass in-game artwork:

 

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I HOPE I translated everything perfectly from the concept art to the final render. I really hope nothing got lost there!

 

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Very high-res! I've made a computer game before, I know where this is going.

 

This achieves some of the things I wanted for my real, in-game character artwork. It's quite soft, it's nicely lit, it's shaded but still very colourful, it holds up small and large...

I'm a bit anxious about how gross it is. I do want these specific characters to be grimey, unfortunate punks, but I do not want to evoke a raw, Ren & Stimpy, overly-textured look. How am I doin'?

I should be focusing on what's best for the game, but a big part of me just wants to make my most nicest, high-res, high-detail artwork ever. I wanna stretch those muscles that sit still all day while I'm coding back-end controller support at work-- but maybe that's sabotaging the OUTPUT I want for this game.
Maybe? Maybe it's fine. Who knows.

 

Here are some extra sketches where I'm bouncing around ideas for the final-artwork Level Select:

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Concept 1 is a space theme... That's because I'm just thinking about the end of the single-player campaign a lot. It ends in space, so I want a fun reveal for this one funny moment... but all in all that's a bad choice. The game is not a space game, and in-fact it can feel kind of relaxing to play. A dark colour-scheme is a poor fit, this isn't a hardcore game like DOTA or STARCRAFT. I started with a smooth, sandy-wooden colour scheme and I should stay there. That's the game's identity.
 

Concept 2 is closer to the original. I wanted to evoke an old adventure map. The game's identity lives in a vintage 60s and 70s, so I want to stay there. I want to somehow evoke an old wooden globe, or a liquor cabinet, or a gentleman's bar and a pool table. The atmosphere of the game should codify an earth where grand-scale decisions get made on snooker matches.

 

These level-select concepts were very quick, because I am doing this after a full work day and it's giving me friggin carpal tunnel to still sit at my desk.
I'll come back to it later this week, and also I still have a couple characters to finish concepting.

 

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This is my current mock-up. Is the background too distracting? Hope not.

 

I was really happy to find some reference art of antique maps and old nautical diagrams:

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The thing that's a shame is; I'm dying to FRAME this globe somehow, like you can see above. I think a spherical globe grinding around in an ornate wooden home is really nice.

What's stopping me is this idea of what happens at the end of the game... AGAIN! I just want to slowly build up to a giant ball being built on some continent or another, and you blast it off at a meteor to defend the Earth. So in order to do that, I need the globe to be hanging free, un-tethered, so you can orbit around and SEE that final level coming up. So do I go with one, or the other?

 

The plot events of the single-player campaign aren't really a high priority, so it seems dumb to let that dictate a decision so far-reaching as the Level Select and Lobby interface.

On the other hand, it did take me a lot of different sketches to get to a nice, unobtrusive, low-contrast background. So maybe it's actually nice that I'm not adding these stupid opulent decoration pieces. Maybe a few lines and numbers is already plenty and I'm finished.

 

Oh well I'll give up and pick a final design soon. I WISH I had the last couple characters fully designed and some good final art for the whole cast by now; but this is how it is when you're building a game on weekends. I made about 10 mock-ups of an interface and now that's my work done until next week! Very demotivating, but that's how it is.

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This is a fabulous development progress, thank you for sharing. Really excellent flat desaturated color palette. The gradient technique for effects animation is very clever. And I really enjoy the character design progress. Amazing work!

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I am liking your finalized character renditions there. Definitely a lot of detail, but not too much. Has a differentiated style to it all, which is nice! 

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