I have got myself into this create-game-thing a bit, which is fun. At the moment I’m trying to figure out some basics in Python, but right now there is only Logic used.
This is, as you perhaps see, not a level from the game. It’s very much a test-scene I use to get things working.
The story will be about a devil and an angel which colliding and get fused into one. You will find special platforms in the game where you can swap between the evil and the good one, which will be a nessesarcy to finish the game since they will have diffrent abilites; for exampel will the devil be able to break down rocks which the angel can walk on clouds. If you have any suggestions of other abilites for the two, I would be happy if you share them.
Here’s a video from Heaven and Hell, please let me know what you think and what you would like to improve
Okey, I’ve started to work on a better test level to get how everything work in game. However I haven’t been able to figur out how I turn off backfacing cull when I’m working with GLSL-materials or any other, it isn’t visible during the time when the BGE is active, but when I turn it off it’s there again. It’s extremly annoying when you building your levels. If anyone had a solution for this problem I would be happy.
Here’s two images, one from the game. And the other where you can see more of the level.
PS! I have only unwrapped the first part of the map.
It’s time for a small update, most of the work at the moment is on paper and in my mind with ideas on puzzles and how the gameplay with be. Right now I think it will be a mix of humor, button-pushing and puzzles. One example:
You have to block the flow of the water with a stone to make it stop. Then you go over to the other side and find some pieces of wood, those will you throw down in a hope in the middle of the strange elevator. Down the hope it’s some fire which produce some smoke, but not enough to make the elevator go up, but then, after 3 wooden pieces of so it will transport you to a higher level.
However, I have had some progress in 3D too, not much but here you go.
Here’s a paint over of how I would like it to look in the end, maybe some better textures and a little more colorful environment if I can come up with anything with other color then brown black and gray that would fit in this underworld. What you do think if the though bubble, is it something you think will work in the game?
Here’s the little devil in a pose, not from any in-game animation. My purpose was to see how able I am to give him expressions not excepting the fact that he doesn’t have any arms.
And the last one, it’s a image from the level, and yes, the whole level is unwrapped and textured now (if you don’t count the parts I’m planning to add). Not a very large one though. I know it looks a bit gray and boring, trying to figure out what I can do to make it more interesting. If you have hints or ideas I love to here them!
I like th armless thing. nice work!
I dont know if your computer can handle it but it needs lots more rocks especialy around the walls to give it that cave feeling.
I have made some changes to my pipeline which includes a lot more pre-production than before. At this point I’m almost done with the script including most of the dialog for the demo level. I have also done some concepts. More is coming!
Yepp, I gave him arms.
Diffrent concept arts for a side character, at least one of them will be in the game.
The genre of the game will be puzzle-humor-platform.
Okay, so now I have modeled both the insect a the meat-eating-flower. What do you think so far? Looks great, right?
Anyway, none of them are rigged (or, of course, not animated), but then will be soon. After completing a environmental test level I will keep working with the movement, the camera and some simple “logic-solve-problems-puzzles’”.
Looks awesome! Looking forward to this, though I personally like him better without arms or a mouth. It gives him more character. But I love the insect.
The reason why I gave him arms was because it looks like it would cause some problem when he should lift or carry things. And the mouth because there will be dialog in the game;) Hopefully that will give him some personality!
“The prisioner” is done, still having some troubles with his normals but I got the feeling that it’s OK, I’ll maybe go back to this later. Tell me what you think!
By the way, for anyway who is interested in the poly-count the prisoner is made of 1900 faces.
I’m sorry that I doesn’t have very much to show at the moment, but it’s because I’m working concept-art, figuring out some original things and still working on the story. And what’s making a game fun, like figuring out how to make time pass without you feel that you doesn’t enjoy it.
Here’s some concepts of level-design and one of the bosses.
The boss.
The pillar is “falling” when you jump on them so there will be another way back. The lever you reach opens both the way back AND another door to proceed in the game.
Wow, really great looking.
I think logic bricks will get complex after a while though. Maybe a good idea to get some python going on in the game development makes things so much easier.
That might be a good idea, only problem is that my knowledge in Python doesn’t even exist. But… yea, I think I need in some points of the game anyway. We’ll see. So long I try to don’t mess up the logic bricks too much by separate the game in to levels and only give the necessary objects logic blocks.