Hey guys, back with the 14th development log!
Selatria:
Among one of the biggest changes in preparation for the new pitch is that a standardized art style was developed. Our initial version of the game/pitch was criticized for having different art styles between the faces, the sprites, and the monsters. In our new pitch, we're planning on having an art style that's consistent throughout the game.
In charge of the consistency is Jennifer Gilliland. She's a freelance video game artist who has worked on Selatria's environmental art assets, UI icons, and original character designs for a few upcoming characters and enemies you'll encounter within the game. As of recently, she has been working on re-designing the faces, monsters, and sprites you'll see in the game.
Here are some examples of Mage and Melanie:
ANTics:
We're about 1/4 done with the development of ANTics. Our lead programmer Gerren Willis has done an awesome job at taking the helm of programming the game. ActionScript guru, I'm telling you! I've been mapping the game design out mostly on paper. What levels do the bugs spawn? How do they spawn? What are their mechanics?
We've decided that we're going to launch with 20 levels and 5 bosses. You won't be able to save your progress, so the goal of the game is to survive the onslaught with some candy intact in one go!*
*Not counting taking playing breaks in the middle. You can pause the game and come back of course!
Here's a sample of the boss theme by Christopher Nuño:
Work is still underway on the actual look and feel of the game. It will be a 2.5D game with 3D model sprites working on a 2D plane.
This is a very early build of the game, and the design of the candy will eventually be re-designed to match the style of the bugs. Consider it a placeholder! Still lots of work to be done.
There was so much more I wanted to post about. Changes to Selatria's voices, new equipment we'll be working with in the future, upcoming game mechanics, new company logo in the works, bloopers from our recording sessions, and progress on new abilities, but I think all of that is best saved for a future log. I need to write these more often!
Until next time.
Oh! Check out our company SoundCloud page. I will be updating that a lot with some Selatria music very soon!
.
Selatria:
Among one of the biggest changes in preparation for the new pitch is that a standardized art style was developed. Our initial version of the game/pitch was criticized for having different art styles between the faces, the sprites, and the monsters. In our new pitch, we're planning on having an art style that's consistent throughout the game.
In charge of the consistency is Jennifer Gilliland. She's a freelance video game artist who has worked on Selatria's environmental art assets, UI icons, and original character designs for a few upcoming characters and enemies you'll encounter within the game. As of recently, she has been working on re-designing the faces, monsters, and sprites you'll see in the game.
Here are some examples of Mage and Melanie:
Tbere will be more designs and new screeenshots posted in future dev logs as we get closer to the launch date for our Kickstarter campaign. Though I don't want to commit to a date just yet, stay tuned for Selatria's Kickstarter pitch to launch later this summer!
ANTics:
We're about 1/4 done with the development of ANTics. Our lead programmer Gerren Willis has done an awesome job at taking the helm of programming the game. ActionScript guru, I'm telling you! I've been mapping the game design out mostly on paper. What levels do the bugs spawn? How do they spawn? What are their mechanics?
We've decided that we're going to launch with 20 levels and 5 bosses. You won't be able to save your progress, so the goal of the game is to survive the onslaught with some candy intact in one go!*
*Not counting taking playing breaks in the middle. You can pause the game and come back of course!
Here's a sample of the boss theme by Christopher Nuño:
Work is still underway on the actual look and feel of the game. It will be a 2.5D game with 3D model sprites working on a 2D plane.
This is a very early build of the game, and the design of the candy will eventually be re-designed to match the style of the bugs. Consider it a placeholder! Still lots of work to be done.
There was so much more I wanted to post about. Changes to Selatria's voices, new equipment we'll be working with in the future, upcoming game mechanics, new company logo in the works, bloopers from our recording sessions, and progress on new abilities, but I think all of that is best saved for a future log. I need to write these more often!
Until next time.
Oh! Check out our company SoundCloud page. I will be updating that a lot with some Selatria music very soon!
.
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