Hands are coming along.
Once again Eric and I are shifting plans. Summit is our primary focus, and we’re going to keep it simple – a small, executable project. It’s the reality that we’ve come to terms with – we simply don’t have the time for a grand scale operation.
And in keeping with that, I’m looking forward to coming up with an easily executed art style. I have some ideas in mind – stay tuned.
Another day, another new vertex in the Summit dudeguy. It’s heartening to see progress over a few hours.
Eric and I had a great discussion yesterday about the story we want to tell with Summit. More on that soon, but suffice it to say we want to play around with the idea of legends and what it means to be a hero. We’re looking to have some fun with this!
One of the tools that the player will need to use in summit is the basic piton. Functionally, the piton roles in stamina management for the player – there are a limited number for you to use for each climbing puzzle, and thus a limited number of opportunities to refill your stamina gauge. Players must use them carefully to get to the top.
Incidentally, I’m very impressed with the climbing mechanics of Shadow of the Colossus. Even when you aren’t scaling creatures, the gameplay is essentially a combination stamina management and pathfinding. The player works to get as quickly as possible to a resting point and refill his stamina gauge. If we’re drawing upon that example at all, we’re looking to add an additional element of tool selection – forcing the player to use one of a variety of tools to scale a variety of platforming puzzles.
Thanks for tuning in!
A lantern I drew this afternoon.
One trick I’ve discovered is that is insanely helpful to have a second window open with some existing art to reference. I used to think that this was sort of cheating – that the best artists are able to draw from their own imagination – but these days I’m learning that the benefits of a real-world example are too good to refuse. Reference images give ideas for proportion and how things are balanced. After tracing some parts, and improvising on others, I have an art asset that will probably make it into the final game.
A conversation point arises. Eric and I need to start talking story. Shadow figures have already presented themselves to us, half-formed. Who are the “Deepfolk” who made this lantern – what is their story? Once we decide what the story is surrounding the people, we can envision culture, and as a product of that, their architecture and design. Are the Deepfolk a rigid, pragmatic people? Are they artisans? I have to say I want to avoid the trope of an ancient, now extinct civilization that leaves behind fantastic technology. If we go that route I hope we can at least variate upon a theme.
This lantern, by the way, may use a particle emitter for the flame once it’s through. The chain will be made up of a series of successive joints, with physics attached so that the lantern will sway in the wind. Once it’s working I may take a page out of Eric’s book and make a tutorial video on how its done.
Learning more every day. Stay classy, folks.
Drawing creatures for our subterranean world. We’ve settled on an art style.
Just a doodle.