Monday, February 22, 2010

Project is pretty much dead, or is it?

Well the current itiration of MB is pretty much canned. I wanted to keep going but I couldn't do it without my partner who's life has taken a turn for the busy. That being said, I had way too much time invested in the project to let it die. I decided to save some of my assets (mostly the story stuff) and create a much more modest game (think original Earthbound or Dragon Warrior).

The game will be seriously cut down in features but I think the scope is small enough that I can actually finish it. So basically we've downgraded from a SNES look to a NES look. Take a gander at NES-esk Jill:


(Click on bigger version to see unfinished walk cycle)

That's right, I remade her in 16x16 pixels. I think limiting the size of my sprites will help me a lot too. Now I won't fret over every single detail, I'll just do my best with what I have and keep pumping out my graphics.

I was inspired by the team over at the Games & Technology forum of Penny-Arcade who were working on a XNA game called Breath of Death VII. I saw that the 8-bit era games could look fantastic (okay so I'm cheating by using more than the NES's colour palette, sue me ;))

Monday, August 31, 2009

Eventful Summer Makes for Uneventful Game Development

So every school year is pretty much the same when it comes to game development. You pour all your spare time into the project dreaming of the long summer nights where you'll have tons of time to invest in the project. Next thing you know summer rolls on over and as soon as it showed up it's over. What the hell happens?

Summer is fun, that's what happens. I have been involved in multiple weekly activities which kept me away from the computer most nights. I've been rock climbing twice a week, playing volleyball in a recreational league, heck I went bungee jumping on Sunday! I know Zedix's summer has been just as busy as mine.

So that being said, summer is almost over which means all our weekly activities will be up! Hopefully then work on the game will resume and we'll have more than enough progress to brag about. The current project has progressed during the summer, it was just at a much slower pace... we're talking snail pace here.

Excuses out of the way, I'd like to point you guys in the direction of the Boolean Brothers' site (again) which is where we'll post most of the real news about the game. We even have a feed that lets you guys know what we commit to our SVN and a small section that shows off our earlier projects.

Saturday, July 4, 2009

Long Time No Post... Pffft!

So I realize that I haven't posted something in ages. That's mostly due to the fact that any update on the game has been made on the Boolean Brothers blog instead of this one. I'm mostly posting here so my blog doesn't look so barren.

So that being said, here's a concept sketch of what could be the third hero in the group. Every game has a character who's a badass. Yuri, Vincent, Kain, Basch, or Zero are amongst this elite class of individuals. Well this character is our clichéd attempt at joining that roster!


Thursday, April 2, 2009

Boolean Brothers

Crap! I knew I forgot something! Work on the game is still progressing, albeit it's a little slower than what I would like (my fault). I'm still spriting on and off but due to personal reasons I lost a huge chunk of motivation to do anything. Thankfully I'm recovering and work will pick up as soon as I can get all these school assignments done (more precisely, half-done).

Point of this post is mostly to point you guys in the direction of our game's actual development blog, not just mine: Boolean Brothers

Zedix already posted the first update on the game and it's already out-of-date! He's been working non stop on all sorts of features in the map editor which include a fill bucket (I'm excited about this one because mapping one tile at a time can be freakin' long) and a ton of tweaks. Just check it out.

Saturday, January 10, 2009

Mockup Time!

The end of the holiday season was pretty busy for both of us but we finally managed to get back into it. I made myself a TODO list of tiles we could use in our first map and it's coming very close to being checked off completely. Once that's done I'll start thinking about different settings we'd like to explore and make more lists so I don't slow down too much.

The editor is coming along nicely. I won't go too much into detail since Zedix and I were kicking around the idea of making a blog for the game itself where he could post his own updates.

Here is another pictar! Not all the stuff in there is completely new but I'm particularly proud of the filler trees, we'll now be able to have a boarder around our maps that aren't just blackness.


Wednesday, December 24, 2008

Of Map Editors and Men...

The past 5 days have been really exciting. Zedix and I have been working ceaselessly. Our progress has been nothing but phenomenal which is kind of amusing since everytime we try to do something like this our attention wavers. This time is different because we both have something to show so we feed eachother's motivation and we end up working harder and harder.

As far as the map editor goes we're pretty much recreating an interface similar to RPG Maker's own. It won't be as feature rich but it will be more specific so that we can use the tools we build ourselves with 100% feature utilization. By building our own system we can add certain functionalities without having to google how to do it for hours with someone else's design and/or have to resolve it with a hack. That being said the editor is looking shhhweet especially since it's using our own map format.

As far as pixel art goes I figure pictures speak louder than words. Here are a few mockups:


Friday, December 19, 2008

Holy Crap, it's December!

I'm just going to post this and pretend like I haven't been absent for the past 5 months.

Zedix and I got back on the horse last night and decided to make a simple RPG. To make things easier on myself we decided to pick a modern setting. In fact the feel of the game is strongly influenced by the Mother series and Peanuts. The cartoony look allows me to use colours without always having to fill in the blank with details. The grundgy look can be pretty draining.

That being said Zedix brushed off the dust of his C# skills and managed to rebuild the map editor I had posted so long ago.

Anyways here are a few characters I drew together and a mockup. 


And the mockup.