http://www.youtube.com/watch?v=oYgwvobA7Dk&feature=youtu.be
SOOOOOO attached a few of the vids together with some music, it's a bit funny in places but I am in the process of writing a list of improvements!
Thursday, 29 March 2012
Sunday, 25 March 2012
Saturday, 24 March 2012
Sunday, 18 March 2012
Saturday, 17 March 2012
Trailer end Mock up
Final seal done, with each segment on its own layer in PS, also done a mock up for the end part of the trailer.
Tuesday, 13 March 2012
Revised Storyboard
Revised certain parts of the storyboard, mainly the beginning and middle. Made sure to give some scale this time to make pollie happy. Haven't changed the end though, since it the same and would have been too time consuming to draw that out again as well.
Sunday, 11 March 2012
Tunnels extras
As to what Tanguy said on friday made some little bits that could be merged into layers within the tunnel scenes.
In-game
How the player will look in-game, note players size, the light he casts and tunnel width.
The coloured veins on the Golem may change to reflect the environment, or the general environment tone maybe applied to all of the player.
Friday, 9 March 2012
Tutorial
So after meeting with Tanguy today there are several changes we wish to make to our trailer and one to our game play.
make scenes flow from travel to settlements
At the moment the transition from travel sections to settlements is quite jarring and makes it seem like there are two separate games squished into one. We will add a couple scenes to the trailer showing to accomplish this.
make everything in the trailer relevant
At the moment the settler in the trailer was going to just talk in some random crazy language. This is being changed so the settler hint towards a puzzle solution.
make the character useful for solving puzzles
Make puzzles less disjointed from the rest of the game, have them include the character and/or ship.
make a couple extra opening scenes
Polly wanted the objective of the game to be clearer by adding in a scene explaining, this ties in with what Tanguy said today. He suggested an overall explanation, most likely involving text. We had an idea to have a sort of scrolling cave art/tapestry style experience.
make embellishments
Embellish the backgrounds to make them more interesting. Add in some broken statues, fossils, cave art. Anything to keep the player interested.
make scenes flow from travel to settlements
At the moment the transition from travel sections to settlements is quite jarring and makes it seem like there are two separate games squished into one. We will add a couple scenes to the trailer showing to accomplish this.
make everything in the trailer relevant
At the moment the settler in the trailer was going to just talk in some random crazy language. This is being changed so the settler hint towards a puzzle solution.
make the character useful for solving puzzles
Make puzzles less disjointed from the rest of the game, have them include the character and/or ship.
make a couple extra opening scenes
Polly wanted the objective of the game to be clearer by adding in a scene explaining, this ties in with what Tanguy said today. He suggested an overall explanation, most likely involving text. We had an idea to have a sort of scrolling cave art/tapestry style experience.
make embellishments
Embellish the backgrounds to make them more interesting. Add in some broken statues, fossils, cave art. Anything to keep the player interested.
Tuesday, 6 March 2012
Monday, 5 March 2012
Neon pipe puzzle (2nd trailer puzzle)
Ok started working on the neon scene, I've blocked in some elements so just get an idea.
Start off with the player about to interact with the puzzle, seal is in the room to the right. The build has been cut away btw, it wouldn't usually show the inside.
The puzzle would become sort of full screen like in Machinarum, but you can still see the environment behind. (Will add a fade layer aswell, to fade environment)
I think we should show the player attempting to solve the puzzle then fade to black quickly to point where they've just solved it.
Once solved the room containing the seal (to the right) unlocks, and fountain out sides actives (due to the puzzle pipes?)
Music and Sound effects
When I was talking to luke he did say that sound/audio would probably come after we show do are first showing of the trailer. But might as well get something together now.
Music: http://www.newgrounds.com/audio/listen/174661
That licensing terms in the left hand bar is the actual CC terms, so all we have to do is give credit to the music if with use it. (Music by m477zorz - "-Magnoor Caverns-")
Waterfall sound effect: http://www.freesound.org/people/reinsamba/sounds/24054/
Rocks falling, for the rocky section: http://www.freesound.org/people/Benboncan/sounds/60085/
Door closing sound, for the bit just before the end title: http://www.freesound.org/people/pscsound/sounds/71261/
Other useful sounds (Maybe):
http://www.freesound.org/people/reacthor/sounds/130438/
http://www.freesound.org/people/ERH/sounds/34187/
http://www.freesound.org/people/pushtobreak/sounds/17823/
Music: http://www.newgrounds.com/audio/listen/174661
That licensing terms in the left hand bar is the actual CC terms, so all we have to do is give credit to the music if with use it. (Music by m477zorz - "-Magnoor Caverns-")
Waterfall sound effect: http://www.freesound.org/people/reinsamba/sounds/24054/
Rocks falling, for the rocky section: http://www.freesound.org/people/Benboncan/sounds/60085/
Door closing sound, for the bit just before the end title: http://www.freesound.org/people/pscsound/sounds/71261/
Other useful sounds (Maybe):
http://www.freesound.org/people/reacthor/sounds/130438/
http://www.freesound.org/people/ERH/sounds/34187/
http://www.freesound.org/people/pushtobreak/sounds/17823/
Saturday, 3 March 2012
Flying Golem for Animating
Ok done this version so it can be animated now, shoulder, arm, fingers and torso are on seprate layers in the PS file so it can be animated.
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