Although there's nothing much to share in this post,what I can promise is that the full story will be completed by this week. Plus, more concept art in the coming week. Stay tuned!
Showing posts with label projects. Show all posts
Showing posts with label projects. Show all posts
Wednesday, March 18, 2009
FairyTales Development: Preliminary Design
First off, the overall concept setting has gone into a complete overhaul. Same characters, same game, new story, new environment, darker twist. Our first prototype will be released sometime next week and balancing issues and gameplay mechanics will be going through a stress test whole month long.
Although there's nothing much to share in this post,what I can promise is that the full story will be completed by this week. Plus, more concept art in the coming week. Stay tuned!
Although there's nothing much to share in this post,what I can promise is that the full story will be completed by this week. Plus, more concept art in the coming week. Stay tuned!
Friday, March 6, 2009
Game Development: FairyTales
One of my final projects for this term will be to create a game using Microsoft's XNA development tools. My team (Idle Hands) decided to work on a 2D side-scroller hack & slash game. Borrowing gameplay features like combo systems, button sequences and such.
Progress started with the idea of using a theme surrounding fairytales. After deciding on the theme, we moved on to establishing a core plot: that came to be as the story of Little Red Riding Hood. Of course, we tried to push things furthur, by giving the story a twist of our own. The project started on the working title Once Upon A Time... and finally moved on to FairyTales after the entire team (art, design and tech) made a final decision.
Concepts were started immediately for the title logo, main heroine and of course the villian. Several key characters that we tried to incorporate into the main plot were taken from various other fairytales. Although we're not sure if any of those will make it into the final game, we're having high hopes.
Not much can be say about the overall plot yet as the script has yet to be finalized. Being the scriptwriter/scenario writer, for the past three years has helped me to plan ahead. Below is a concept for Red Riding Hood, done by one of my team's artist: Bengt.
Progress started with the idea of using a theme surrounding fairytales. After deciding on the theme, we moved on to establishing a core plot: that came to be as the story of Little Red Riding Hood. Of course, we tried to push things furthur, by giving the story a twist of our own. The project started on the working title Once Upon A Time... and finally moved on to FairyTales after the entire team (art, design and tech) made a final decision.
Concepts were started immediately for the title logo, main heroine and of course the villian. Several key characters that we tried to incorporate into the main plot were taken from various other fairytales. Although we're not sure if any of those will make it into the final game, we're having high hopes.
Not much can be say about the overall plot yet as the script has yet to be finalized. Being the scriptwriter/scenario writer, for the past three years has helped me to plan ahead. Below is a concept for Red Riding Hood, done by one of my team's artist: Bengt.
Tuesday, September 16, 2008
Guli-Guli @ MSC-APICTA 2008
Yesterday was the final judging of the shortlisted nominees for the MSC Malaysia APICTA (Asia Pacific ICT Awards) 2008. Yep, you guessed it. I was one of the shortlisted nominees. It was a project I've been working with a friend for months now: A flash game for the PSP.
It started like more than 5 months ago when I needed to come up with a flash game for my final project. The concept was supposed to be experimental gameplay. So I thought like why not let's have some fun while we watch how some people fuck up in doing some tactile coordination. The game was originally designed to be played on the PC. So the controls involved using the WASD keys and the arrow keys. Below is the alpha prototype that I submitted for my final project. The graphics is less than eye pleasing, mind you. It WAS a prototype.
After like two weeks into my semester holidays (which was like mid-June), I received a call from my Flash lecturer saying that he liked my game concept and wants to enter it into for the MSC Malaysia APICTA. The only problem is, it has to be redesigned. Only the gameplay concept was to be retained. He said that I'll need to form a group to get the project started. So I was, "Why not?" since it'll be great to finally have a chance to work with a programmer from the IT school.
Porting the whole thing to the PSP was seriously not a walk in the park. Hardware limitations. Period. Utilizing only a 2MB cache of processing memory, the original game that was meant to be played on the PSP had to be tuned down and optimized fully. And for some fucked up reason, the PSP is only using Flash Player 6 as opposed to the PC which was using the latest Flash Player 9. Now just what the fuck is Sony thinking?
Anyway, fixing the problem took like a month. Truth be told I didn't expect it to take so damn long. Well, that's for not having the SDK for it. So anyway, the whole scripting process had to be redone and also precalculated for the PSP since real-time calculation is seriously gonna kill because of the lack of processing power in the PSP. Graphics-wise, it was inspired by a 1980's comic strip that was done by Tan Sri Dato' Lim Kok Wing called Guli Guli. Being an LUCT (Limkokwing University of Creative Technology) student, what better way a tribute to a work done by the Tan Sri years ago?
After months of ups and downs and a whole lot of stress, we managed to finish it thanks to a whole lot of support from friends and lecturers. The judges were pretty impressed as well. So I hope we make it as the winners!
The final work is as seen below. It may be slow and stuff but heck, it was designed to be played on the PSP. This was just the PC port. Anyway, enjoy!
It started like more than 5 months ago when I needed to come up with a flash game for my final project. The concept was supposed to be experimental gameplay. So I thought like why not let's have some fun while we watch how some people fuck up in doing some tactile coordination. The game was originally designed to be played on the PC. So the controls involved using the WASD keys and the arrow keys. Below is the alpha prototype that I submitted for my final project. The graphics is less than eye pleasing, mind you. It WAS a prototype.
After like two weeks into my semester holidays (which was like mid-June), I received a call from my Flash lecturer saying that he liked my game concept and wants to enter it into for the MSC Malaysia APICTA. The only problem is, it has to be redesigned. Only the gameplay concept was to be retained. He said that I'll need to form a group to get the project started. So I was, "Why not?" since it'll be great to finally have a chance to work with a programmer from the IT school.
Porting the whole thing to the PSP was seriously not a walk in the park. Hardware limitations. Period. Utilizing only a 2MB cache of processing memory, the original game that was meant to be played on the PSP had to be tuned down and optimized fully. And for some fucked up reason, the PSP is only using Flash Player 6 as opposed to the PC which was using the latest Flash Player 9. Now just what the fuck is Sony thinking?
Anyway, fixing the problem took like a month. Truth be told I didn't expect it to take so damn long. Well, that's for not having the SDK for it. So anyway, the whole scripting process had to be redone and also precalculated for the PSP since real-time calculation is seriously gonna kill because of the lack of processing power in the PSP. Graphics-wise, it was inspired by a 1980's comic strip that was done by Tan Sri Dato' Lim Kok Wing called Guli Guli. Being an LUCT (Limkokwing University of Creative Technology) student, what better way a tribute to a work done by the Tan Sri years ago?
After months of ups and downs and a whole lot of stress, we managed to finish it thanks to a whole lot of support from friends and lecturers. The judges were pretty impressed as well. So I hope we make it as the winners!
The final work is as seen below. It may be slow and stuff but heck, it was designed to be played on the PSP. This was just the PC port. Anyway, enjoy!
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