Monday, March 23, 2015

Punk Jam Game Jam: DEEp Demos with just a hint of gameplay

I really like Itch.io. If you haven't taken the time to check out this Indie Game storefront, just take a second: there are some really cool and new game experiences in there, and a great deal of the games are free.  The site was introduced to me a while back by my friends at Ultra Runaway Games, and if you are looking for a site to host your games or a cool storefront that is well maintained but doesn't have crazy hurdles to get your content on there: definitely check them out.

Itch.io also hosts Game Jams. This is where Punk Jam comes in to play. A counter-culture game jam. One of the rules was explicitly to make games that: "have 'anti-design' or things that go against the grain of 'what counts as a video game'." Perfect! I am immediately invested in this.

Let me explain why...

To do so: let's talk about dungeons. I've decided to develop my dungeon explorer from a simple mechanics demo in to a full game. Up front I'll just say that it is called DEEp, It borrows some ideas from all over including: Zelda, Narnia, The Longest Journey, and choose your own adventure books to name a few. I'll go more in depth about DEEp in future posts, but let me tell you about it's prologue. DEEp starts out in the rain. You just missed the bus, and the next one isn't coming for an hour. Enter the Punk Jam... I am going to make the opening scene to the game for the game jam.

Work in Progress. ;)
I'm calling it BUS_WAIT. What do you do in BUS_WAIT? Why, wait for the bus for an hour of course! There's a bit more to it than that, but there's the general nugget of goodness. There will be little things in the environment that you can explore, and the character will talk to himself at times, and maybe a few other things. However, it's mostly this: you wait for the bus, and then the bus comes. The End.



This non-game is a good excuse for me to develop the visual style of the larger game while making one of the more troll-y (trolly?) parts of the larger story. This will also allow me to spend more time working on the story and planning out the rest of them game before jumping all gung-ho in to the DEEp end. Think of BUS_WAIT as the demo for DEEp. It will tie in more to larger game than you may think, and I think you're going to like it.

So that's what I'm working on. How about you? What are you making right now? If you aren't working on anything currently, or if you are working on something but feel like taking a break: why not try out a game jam? As of today: there are still twenty days left in the Punk Jam. More than enough time to make something grungy. Or you can check out the larger list of game jams on Itch.io. Or maybe you could start your own!

If you want to share, I want to know. I'm always down to geek out about game design and art.

Monday, March 16, 2015

Dungeon Exploration Exploration

It is no secret that I am a huge fan of Zelda games. The very first game I tried to make on my own in Unity was meant to be a send up to my love of the aesthetic of the old Top-Down Zelda games. Alas, the scope of my first attempt was far too large for me to complete even at this point in time. So I've been thinking about making smaller games. Besotted was a smaller game, and I still had the help of a whole team.

I want to make a game on my own, but I have to pull back scope a lot. Since I cant seem to let the Zelda aesthetic go: I will make a little game that revolves around some of those mechanics. I still want to have a story, but I don't think having an overworld is really essential. I think I can come up with a really strong game using a HUB type of home base like I've seen other games use; kind of like in Braid or The End of Time in Chrono Trigger.

I've been thinking about this seriously for a few days now, and this is what I've come up with.

I need a character, a few types of enemies, dungeons, bosses, at least one support character, menus, music, SFX, and a plot. For this type of game: saving is also important. I'll read up on how to do that immediately.

What I currently have working:

  • Camera Movement
  • Character Movement
  • Character Basic Attack
  • A Basic Enemy
  • A Basic Boss
  • A Working Door/Teleporter System
  • A Basic Key System
  • Basic Health
  • Some rooms
All of these things are in place, and far from complete. But it's enough to build a simple dungeon out of. You can play where I am at as of today at this link: Itch.io.

There's a lot of work to be done still, but I think I'm just going to keep moving forward.


Thursday, March 05, 2015

A Little Bit About Painting Normals

NOTE: This blog post assumes that you have some basic level of understanding about 3D modeling. Here thar be Jargon.

I was recently contacted about some experiences I had painting Normal maps for small tiles. Since I've been working on a project that this would be useful for anyway I decided to do a write-up on my blog to help explain how to paint Normals from scratch.

The internet is rife with tutorials about baking normals in 3DSMax, Maya, and Blender. There are also a large number of tutorials about generating Normals using xNormal, CrazyBump, and the nVidia Filter. There's a whole pile of information about creating Normal maps in these ways, but there are a whole bunch of artists that don't actually know how to make Normals from scratch.

All of those programs are great at making Normal maps for textures that are large, but what if you want to make something really small? Like what if your project uses tileable textures that are 32x32 or 64x64 each? Most of these programs bake in antialiasing, noise, and/or blur that make anything this small just a pile of noisy, blurry garbage.

When working small, it is much easier to just paint the Normals by hand.

So what is a Normal map? Normal maps are an optical illusion that makes a simple 3D mesh appear more complex than it really is. Basically: Normal maps add extra lighting information onto a model without adding more geometry. It becomes incredibly useful in a number of applications such as adding the shapes of small objects or little details onto a simple polygonal object. A Normal map can also be used to add a layer of visual noise in order to help hide seams on a mirrored or tiled object that could become obvious using just a Diffuse texture.

A Normal map is like a complex Bump map. Bump maps are typically greyscale images that add lighting depth on a single axis of an object. While very useful in situations where a camera is viewing stationary objects from fixed positions, Bump maps fail on complex objects or objects that need to receive lighting information from multiple directions. Where Bump maps are useful on a single axis; Normal maps utilize 3 dimensions of lighting information. The X, Y, and Z axes are broken in to the Red, Green, and Blue channels of the texture file.

That's a lot of words, but let me give an example.

2D Sprite, Diffuse, and Normal
If you were going to make a 2D game with no realtime lighting, the sprite of a floor tile on the left of the image above would be just fine. However for a game that needs real lighting information, a Diffuse texture with a Normal map is more handy. Since these were made as 16x16 tiles, hand painting the normals is really easy.

Red, Green, and Blue Color Channels
If you start with a Diffuse texture as a guide, you can paint per channel in Photoshop. (Gimp allows you to draw directly in individual channels without pre-existing color information, but Photoshop doesn't seem to like me doing that. Maybe I'm missing something... I don't know.) Imagine the tile has a light shining across the axes individually. Red is light from the top. Green is light coming from the left. Blue is light shining directly down, but it fades the deeper you go.

Clockwise from Top Left: 2d Sprite, Diffuse only, Diffuse with Normals from CrazyBump, Diffuse with painted Normals
The image above shows a quick render I did in Blender. The top left has completely baked in lighting and cannot adjust to new lighting scenarios. The lower left Is done with painted normals: so if the light moves, so do the shadows and highlights. Now this was a quick pass I did, and there is plenty of room for adjustments to be made, but you get the point I hope.

In the lower right of the image I included normals that were generated using Crazy Bump. I wanted to give an example of what happens when you try to generate normals at such a low resolution. This could be worked around by making the small 16x16 tile larger, and then shrinking the  large Normal that CrazyBump renders, but that's almost as much work as just making the Normal map yourself.


Above is a handy little cheat sheet I made to help people get started with painting Normals While the top square contains an assortment of Normal information I use regularly, the five squares below are sorted by Z depth. Try to stay away from anything at 100% depth, because it will appear black in unless under direct lighting.

I hope this little write-up on painting Normal information is useful to someone. If I left anything unclear or if this just reads like the rambling of a mad man: let me know in the comments.

UPDATE:

I forgot to mention a very important thing about Normals. The light direction is not universal between applications. What could appear correct in Maya or Blender could actually be reversed in whatever game engine or other output is being used. Please double check your Normals before submitting a finished version of anything.

I had started to animate the lighting for my example, when I realized that the Green Channel is actually flipped from the way I was using it in Blender. Some software has methods of flipping this automatically, but I just did it myself in Photoshop.
The new normal looked like this:


A simple but important oversight.

I also decided to make a specular map just for fun. Those are pretty easy to make, since all you need to worry about is greyscale on a single axis. That ended up like this:


I just used the magic wand tool in Photoshop to select the different areas I wanted and made the necessary tonal adjustments. Then I threw a noise pass over it for some added specular variation because heck... It's supposed to be tile!

I then uploaded a video for you to have a better feeling of what Normals do for this kind of thing. Enjoy!


Thursday, February 12, 2015

This Is What I've Been Doing.

The first think I've been working on since releasing Besotted has been... Well I've actually been working on quite a few things really. I've done a new shirt design for Success... Which I'll show after there are physical versions of it floating around the world. I've also done some artwork for my brother, Dan Gardner. He has a new album that he's working on called "Say It Again" and he asked me to do the album art for it.
I'm really proud of this one.

I also started working on a mechanics demo in Unity. I went back to the top-down adventure game feel in the vein of the original Zelda.
Photo for reference.
Something kind of funny happened though. I made the basic character and camera move mechanics, but then I added enemies. And to make the enemies function in a way that I could interact with them... I had to put a Rigidbody on them. For those of you who don't know: A Rigidbody tells Unity to calculate physics for an object in a scene. This means that a cube that was suspended in the air and stationary will now have gravity applied to it and fall to the ground. So this happened:


Basically, when I hit an enemy they get knocked way freaking back. It feels really good. There's a game here. I want it.

I've also started working on a game with Brandt Andrist and Sam Raymer. It's a project that we started a long time ago, but put off for various reasons. I don't know if I can talk about it yet, but I will tell you about it when I can. It's a pretty cool idea, and I can't wait until its at a point that you'll get to play it.

What have you been working on? I have a lot of creative friends out there, and we are all always working on projects. I would love to hear what you're working on. I'd also like to share some projects that other people are working on, and maybe get some signal boosts out.

Tuesday, January 20, 2015

Besotted Is UP and OUT


I did it. We did it. My friends and I worked together to make a game. Besotted is done, and now it's time to work on other things. You can play it and download it here: http://freebeardgames.itch.io/besotted



Thank you to everyone who has been following along with me while this game and FIST CHAMPION were being worked on. I am not ready to back to FC quite yet, but I have already started working on some smaller ideas and at least one other project with a few friends. I look forward to talking about my projects more in the very near future.


Please play Besotted. I know that it isn't a perfect game, but it's the first FreeBeard game. If it made you laugh a couple of times then I am happy. If you really liked it, please think about the donate button on the page site. Making a game, even a simple one takes a lot of time. I look forward to sharing more projects soon.


Stay Tuned.

Monday, January 05, 2015

Happy New Year, I'm Sick, Godot.

First and foremost: Happy New year to everyone. I sincerely hope that you enjoyed any and all time that you had to celebrate holidays with friends and loved ones. I know I did. Besotted still stands at near complete and I will finish it very soon, and then move on to more projects.

Did you have a New Years resolution? Mine was to stop worrying about making finished looking games and start just making small mechanics projects that I can finish quickly to make better projects later.

I am sick right now with a bit of a sniffle. AKA: my nose is both a clogged mess and a leaky faucet. It's pretty gross. I hope that I get over this before I go back to work on Wednesday, because I hate calling out. Food service is kind of weird about making consumables while sick... I guess.



Godot. What is Godot? Godot is a multi-platform game engine that I discovered the other day that is similar in style to the Unity development environment, but is different in a few key areas that you may find interesting.

1. It is available for Linux as well as Windows and OS X.
2. The development environment is based around the idea of using instanced nodes instead of prefabs.
3. Godot is completely free.

Now, Godot is not nearly as feature rich as a more mature product like Unity, but it is really worth checking out. I have been doing some tutorials, and the node-based development is a pretty awesome concept. Since each node counts as it's own self-contained scene: Godot appears much more friendly than Unity for working with a team. I can work on a character as a scene and someone else could work on the game mechanics. The tutorials make it seem like even in complex projects, stitching all components together would be a simple process. I am seriously considering making something in this environment. Check it out at godotengine.org!

So yeah, what were your New Years Resolutions? And if you're interested in game engines: check out Godot and tell me what you think.

See you next week.

Monday, December 01, 2014

Besot With Peril

Life has a way of distracting me from the things that I really want. For instance: I haven't been working on my games. Why? By all rights I have had plenty of time to work on them, but I was allowing other things to feel more important, and then I would come home and not feel like doing anything at all. This is bound to happen to us all. Unless you are some superior focus machine dead set on accomplishing your goals no matter what the cost.

Good for you then.

For the rest of us: we let things get in the way because they feel important. I'm here right now though. What have I been working on?

BESOTTED. That's what.

The game is almost finished. Like, for reals. I've made a check list of the last things I need to do before I kick this child out the door screaming. Almost time for my friends to tell me I did a great job, and for complete strangers to bash my work and tell me I suck. It's exciting times.

What is left to be done?

Well, the game play is all in place. It starts, has a beginning, middle, and end. It can be played through and it doesn't look terrible. Hooray!

The ending needs to be polished. There are a few very specific things I would like to happen at the end of the game before I am ready to release. Those are mostly sequential events and will only take a few days to implement in a fashion that I would like.

The game was missing some personality. The music is great, the visuals are good, but it needed a little more oomph to sell me. It needed a voice. I got the best voice I think I could. Nicholas Rubatino stepped up to the plate to give this game a narrator. Give it a listen:


 Other than those two things: there are just a few more clean up tasques remaining to be checked off. Then this beautiful buggy monster is going to be pushed out for all to bear witness and testify.

BE PREPARED. Besotted is coming soon.

Thursday, October 09, 2014

Who's Got Two Thumbs and Way Too Many Projects?


  1. Adventure Game (ON HOLD)
  2. FIST CHAMPION
  3. Besotted
  4. Secret Game About Parties
  5. Secret Music Video Animation something something...
  6. Game About A Running Man

This guy.


I want to take a moment to talk about all of these projects that I'm working on, and then perhaps a little action plan moving forward.

1. Adventure Game (ON HOLD)



Something has gone wrong in the world, and magic which was once contained in the spaces between space is threatening to brake in to our dimension. It must be contained before it is too late.
Here's a game that I wanted to make for a great many years. I originally wanted to start working on it right out of the gate without any previous experience. After a few months I decided that it would be better if I made a few other, smaller games before biting down into such a huge project. This one is still on hold.

2. FIST CHAMPION



The greatest arm wrestlers from all over have gathered to fight in the arena for their chance to win the grand prize and tell the world that they are The FIST CHAMPION.
Here's the big project. My first ever fully finished game. I took a hiatus while I was working on Besotted, and that break turned into twice as long as I meant it to be. That time however has given me some much needed perspective on the project and I am restructuring the whole game to slim down the end product. This smaller version I am calling "FIST CHAMP: Disentanglement." Character and level select are being stripped out for this version. More time is going to be spent on the mechanics and aesthetics of the game. I believe this is all good stuff. I look forward to showing more of what I mean in the near future.

3. Besotted



You are an insane person who sees demons coming to get you, and you also have a public access show. Dance the demons away as long as you can!
This is a game that I wanted to make as a team in a span of a month. That month was a little while ago now, and we finished most of the game. I've recently re-opened the project file and will finish and release the game shortly.

These are all projects that you currently know about if you've been following my blog. The next three are still in earlier stages, but are really tempting to work on.


4. Secret Game About Parties



This game is actually the project that made me step back and realize I had too many active projects. I am not really ready to talk about this game in depth, but suffice it to say that it is being called "Wallflower," it is in the style of an NES game, and it has a focus on stealth gameplay.

5. Secret Music Video Animation Something Something...


This is nothing. Nothing is happening here. Something about Arcade Games and Seattle Based Sea Monsters. It's not ready yet. Get off my lawn.

6. Game About A Running Man



The newest of fun projects. Also can't really talk about it other than the idea is pretty silly and crude. It's either going to make you laugh or... or not laugh. Since there are other people involved in this one: I definitely can't talk about it yet.

You can see that I accidentally filled up my plate with far too many main entrées.  Planning will save this, though. Good planning.


Broad strokes are as follows...
First: Finish Besotted. It's almost done.
Second: The three projects I cant talk about are going to be continued with for the time being in the background. 
Third: After Besotted is finished... FIST CHAMP is next.

See You Soon.

Monday, September 08, 2014

These Minutes Are Hot!

It's been a little moment since the last time that I updated my blog, so I just want to take a moment to catch everyone up to speed.

Firstly: Besotted got really very close to completion, but didn't quite make it. I will upload what we had gotten done sometime in the near future. I haven't gotten back to work on FIST CHAMPION for a little while, but when I do: I have some ideas that will hopefully be for the better. Right now I am working on a secret project that was a moment of inspiration worth exploring: all I will say about this one is that it's an animation and it's a music video. No other details until a later date.

I have really wanted to do a music video for a while. Ever since I was a little kid I would listen to music and think about what kind of video would go great with it. It would usually involve a giant robot destroying a city, but that goes with anything amirite?

PAX just happened, and I think that it's a pretty cool thing when I walk around the Expo Hall and see so many faces that I struggled along with at DigiPen. This year I did my usual Enforcer thing (It's been 8 years now, holy crap), but on the side I also handed out a pile of cards for my buddy Nicholas Rubatino. In case you didn't know already: The prologue for his graphic novel is up and ready for your purchase on Comixology.

I would also like to give a shout out to some good friends of mine who have a game project on Kickstarter. It's called Spirit Siege, and it really needs your help to succeed. If you like tactical gameplay, and want something unique: please consider backing them.

On Saturday of Labor Day weekend, I got in to a car accident at the on-ramp to I-90. The road was slick and I spun head-first into a concrete divider. I've been waiting since then to find out if my car would get repaired or if it would get declared totalled. Well...  As I was writing this post my mom called me. We're going to go pick up the items I left in my car. It's totalled.

Damn.

Monday, August 04, 2014

Temporary Radio Silence

Sorry for not posting last week. I've been taking advantage of a couple infrequent moments of living. I've been spending time with friends and decompressing. I'll be back on schedule next week. Guaranteed.

Wednesday, July 23, 2014

Things're Getting Pretty Dark Around Here

Besotted is well on it's way to completion. We are still shooting for a release by the end of July; that give us one more week. However: if we're close enough to done with an insatiable desire to polish just a little further... I might extend it by a few days. We will see.

How's the game looking? I am so glad you asked. You can check it out right here! CLICK ME FOR SUPER SECRETS!!

This build is not too much different from the last one with a few exceptions:

  • More visual flair in place to enhance the feeling of the game
    • Opening Cards Sequence
    • Scanlines
  • Character model in place and animating an idle.
What exists already but isn't in this build? My, aren't you inquisitive!
  • Sam has a more sophisticated move script that rotates the character in the direction it moves (Quaternions and some other such hoodoo).
  • There are working enemy spawners
  • There is music written by Tyler Woods
  • There are enemy sprites
  • There are environment models
So if we have all of this stuff... Why isn't it already in the build?
Simply put: Working with a team in Unity is a new experience for me, and it just wasn't something I was thinking about. The next build (Ver. 1.0 probably) is going to be quite an experience, I assure you.

At this point I want to talk about a revelation I had the other day when I made this build. I had wanted this game to be both eerily macabre and at the same time humorously ridiculous. As of this build: I feel like I have creepy down pretty well, but not as much of the humor to balance it out. In response to this: the demons took an unexpected turn... I made them cute. these are they:

Just imagine these bad boys circling and spinning ever towards our character. Good times!

I kept them very simple and iconic. They have a very basic coloring scheme that draws attention to the corresponding button press that is required to defeat them. I am hoping that this will provide enough of a counter-balance to keep the game more fun than unnerving. We shall see!

Wednesday, July 16, 2014

Besot With Wonderment

What has happened since I last updated? Well, Sam Raymer has graciously offered his services on Besotted. This has allowed me free time to work on the character and product a character model that will serve this projects purpose. This is what the main character looks like.


There were a few problems with the orthographic, but nothing that was a show stopper when I was modelling.


It's also been a long time since I've modelled anything. I think it's time to be doing more of that. I've already tested him and he's good to go in Unity. I'm just building a basic rig in Maya now. I hope to have a first pass on all animations by next week.

Meanwhile, Adam Chandler has committed to producing the environment props for the game. Considering he is a phenomenal environment modeler: this should be a gross overuse of power.

Since this game is something of a rhythm game: I wonder what I am going to do for the music?

Monday, July 07, 2014

July Game Jam - Besotted

So, for the month of July I am taking a quick break from FIST CHAMPION development in order to whip up a game called Besotted.
What is Besotted?

Besotted Adj. - To be strongly infatuated, as if drunk or possessed.

Besotted is a game about dancing away the demons that plague our character both mentally and physically.

"You can see them too, can't you? These creatures... Little monsters born from Hell Fire: here on earth to do terrible things. It will be okay though! I know the special dance moves that will help keep the baddies at bay! I am broadcasting to you live from my secret base at the community center 24 hours a day to teach you the dances moves that the devil doesn't want you to know!!"

Fight away the demons, or go insane trying...

Right now the game isn't too much to look at, but I'm pretty happy with the amount of progress I've already made. Here's a link to play what I've made so far: http://bit.ly/1k0ib0b

In this quirky little game: you play as a crazy person who has a public access show. He can see demons, and you've got to help him do a series of dances to ward off the vile beasts.

Right now I just have a room with some primitives that you can bounce around. I've also implemented the basic dance inputs: "z,x,c,v" activate them.

Since there will eventually be demons that torment the main character: I've been drawing a lot of funky monsters. It feels so good.


That's all I have for this week, but I hope I've peaked your interest. Let's see what I can accomplish in a month.

Wednesday, July 02, 2014

Post Launch,and What Now?

So, I released FIST CHAMPION on Monday @ Beta.FistChamp.com. What's next? Well...
The animations are all broken. There aren't enough identifiers to tell the player what is happening when button are pressed. The CPU player is always the same character no matter what. There is no win/lose screen. And Everything is very very rough looking. These are just the first major chunks of what I can fix.

I've already gone in and made it so the CPU character is randomized. Next up: fix the animations. I need that to be rock solid. I also need to add SFX for the characters. I think that alone should be good enough for the next release. Let's see what else I can add along the way.

No art today,but I would very much like for you to play my game if you haven't yet already. I'll see you next week!

Monday, June 30, 2014

FIST CHAMPION Beta Ver. 0.2 Go for broken

Check it out at:

Beta.FistChamp.com

Beta Ver 0.2

This is my initial build for Beta. Pretty much everything is a little broken, but I wanted to have a baseline to build off of. Look forward to more regular updates in the near future. I'm going ot take a little rest now.

What's working?

  • 5 stages
  • 6 characters
  • None of these are in a completed state
  • Mostly everything is broken

What's broken?
  • Mostly everything is a little broken
What's next?
  • Redo the character animation (Already in progress)
  • Flesh out environments
  • Redo the HUD
  • Add SFX in the fights
  • More visual flair

Wednesday, June 25, 2014

Surveying My Domain On The Ocean

So, big news. FIST CHAMPION now has a domain. FISTCHAMP.COM
As of this posting, there shouldn't anything there yet. There will, however, be a website and more advanced resources for my game soon. I'm also thinking about moving my blog over there. There are big things happening. My game has leapt very close to reaching a public beta status. I'm shooting for the 30th of June. Wish me luck. I need to get back to work, so this blog post is going to be really short.

Remember what the original boat environment looked like?
Pretty, but not the direction I moved in.
Here's the reworked version of the boat environment!
New hotness.
Just wait until you see it in-game. :)

I'll see you next week!


Monday, June 23, 2014

Menus, UI, and Choice

So, I've been dragging my feet with updating the Stage Select portion of my game to make it actually function. For first playable, it was literally a screenshot of the UI with nothing but functionality to start the match, or go back to the previous screen.

I just spent the entire day putting the actual thing together, and I must say that it functions like a dream now.


Part of the reason I took so long to put it together is that I was hoping for Unity 4.6 to come out sooner. 4.6 is going to introduce a completely revamped UI system that would have made all of my UI and menu work so much easier and streamlined. However, since I don't plan on waiting for Unity to update before I deliver the next release, I decided to take the initiative.

Next up: the Options screen and the Character Select screen. Of course, this means that I will have to add some more characters... Sounds like a plan. ;)

See you Wednesday.

Wednesday, June 18, 2014

Art Blog - Let's Talk About Process

I wanted to outline a little of the process making environments for FIST CHAMPION. I hope you'll indulge me.

I started off with my design document where I came up with Characters and environments. At first there was just a random collection of both, but then as the project developed it was decided that for every character there should be an associated level. Since I had wanted to use a valkyrie: Valhalla was an obvious location.

A quick sketch.
After a series of thumbs, I had wanted to do some larger sketches to help nail down what the environments would look like; as shown in a previous blog post. Some of the sketches were better than others. Valhalla was one of the weaker ones.

After it was decided to keep the sketched out look for the game, it became important for me to revisit the environment sketches to have a cleaner Valhalla to work with.

A much longer sketch. Scanned and cropped.
This was the resulting sketch. I had also taken the time to do a little more research on depictions of Valhalla, and had fallen in love with a simple geometric depiction of the structures. This was instead of a more Olympian approach with columns and domes everywhere.

Shadows and color swatches.
 After scanning the above sketch; it is brought into photoshop where I do a quick shadow pass and give everything a colored layer. It doesn't matter if the color is correct or not, because I can go back and adjust color and saturation after everything is blocked in.

Color adjustments, lighting, and textures.
With Valhalla, I wanted to push the rainbow aesthetic. So I might've gone a little overboard. Colors are adjusted, and texture is added along with some lighting effects. This was a pretty quick pass on the environment, I did it for use on the blog, but I feel like the core concepts are all present.

All environments are being brought to this level of completion for the next release of the game. Afterward, I plan to go over all environments again for another layer of polish. FIST CHAMPION inches ever closer to its next release.

In the meantime: here's a video I made of the announcer voice in game. (Now you can tell when rounds are happening. It's kind of a big deal.)



See you next week!

Monday, June 16, 2014

What's Happening This Week?

My birthday! I will be 29 on Wednesday. But! That's not what I'm hear to talk about, and I bet that's not why you came to this blog. (Unless it is, in which case: thank you.) FIST CHAMPION inches ever closer to it's next release. There are still a few tasks that I would like to have completed before the game is ready to show to people again.

To Do's For This Release:
 - Finish redrawing and scan in remaining environments.
 - All environments must be colored. I can go over them again in the future, but I would really like to have all backgrounds at least a first pass of color.
 - Throw placeholder characters in game. They won't be colored (probably), but I would like them to be in place for future updating. And I plan on a lot of future updating.
 - Import the wicked sick music Tyler has made for FC so that your ears can know how awesome he is.
 - Add character sound effects to the game. A lot of shouting has been done in my bedroom, and it won't be for naught.
 - Visual representations of the countdowns before and after rounds. No more guessing!
 - Win/Lose screens for gloating before returning to character select.

To Do's After Release:
 - Contact media outlets. Try to get people to play my game.
 - Create pinning animations for matches.
 - Add character states during rounds (winning, losing)
 - Second pass of color for stages
 - Populate environments
 - Animate environments
 - Much much more of everything.

There's a lot to do, and I would like to have something to show very soon. My hope is that creating this list of ToDo's will help to bring some focus in to my work. Seems reasonable, right? Now I think I'll get back to it.

See You Soon.

Wednesday, June 11, 2014

Colorful Decisions, and Art Direction of The FIST

Thank you for bearing with me on Monday: I was having a nostalgic episode and wanted to share it with The Internet. If you missed it, you can read the post here. Now let's get back to FIST CHAMPION!

Now that I have the power to scan everything that I sketch, this whole drawing thing has become much more pleasant. In a previous post I showed off what the initial sketches of the environments looked like.
Environment Sketch of the Science Lab
These sketches were originally meant to be guidelines for more detailed paintings in the style of the first stage I had done, the boat on the ocean.
What a beautiful sunset.
It's a cool painting, but it doesn't really evoke a feeling that is true to the kind of person I am, plus it feels a little too sterile for my taste. I needed something different. Since I hadn't yet defined a look for the game, I sat down and did some color tests and wrote down some rules. First and foremost, I remembered the rule of KISS. (Keep It Simple, Stupid.) It turns out that the sketches I had done paired with some basic painting and application of texture could create a really nice look for the rest of the game. It is because of this that I am going to go back to the characters and other backgrounds in order to redo the linework for them on paper in the new style.

I have already done a first pass on five backgrounds using my new rules. I would very much like to show them to you. I hope you like them.





These five paintings represent a major move for me in a positive direction for my game. I know have a much clearer idea of what the end product could look like, and I can't wait for everyone else to see what happens next.

I'll see you next week.