Friday, October 16, 2009

Friday, September 25, 2009

Day 37: Andy's Dog + Control

Puzzle para distraer al perro y recuperar una cosa: da una cosa, da otra, viene, consigo la que tenia, va hacia la primera y guardo la segunda.

Andy: "I don't like movies. You can't control them!"

Tuesday, September 22, 2009

Day 36: Characters + Lloyd Floyd

+ Lloyd Floyd: "Go for it, man!"


Día 36: Personajes + Lloyd Floyd

+ Lloyd Floyd: "Vé por ello, amigo!"

Wednesday, September 9, 2009

Day 35 - Part II: Outside

Los exteriores en este tamaño.

Cuanto el personaje está a pie la camara no escrolea con el mouse, la cámara va hacia donde el personaje va.

Cuando Use Car, el auto avanza hacia donde donde clickeo.

Si clickeo detrás de él hace marcha atrás.

Podés llegar a matar gente si manejás. O por lo menos golpear cosas. O gente.

Day 35: Intro Shot + Tomorrow Never Knows

When I started this picture, I had the image in my head but it was a much simpler image. It was a feeling. When I post the pictures, I think they're almost finished. But then it happenes the same to me that happened with Andy's room: I can't stop improving it till I stop thinking that something's missing. Then, when I look back to the older posts, I find them so empty.


Día 35: Plano Intro + Mañana nunca se sabe

Cuando empecé este cuadro, tenía una imagen en mi cabeza pero era una imagen mucho más simple. Era una sensación. Cuando posteo las imagenes, pienso que están casi terminadas. Pero después me pasa lo mismo que me pasó con la habitación de Andy: no puedo parar hasta que dejo de pensar que falta algo. Después cuando miro los post anteriores, las encuentro muy vacías.

Tuesday, September 8, 2009

Day 34: Intro Shot + Car + Pixels

It's fun to keep on improving the image. It's like playing with pixels.

There's something spectacular in working with pixel in suck a small scale. It's the fact that there are not many choices when you have to pick a place for the new pixel. Actually everyone is using their imagination to complete the information missing and that make's it a very special medium to comunicate with the player.


Día 34: Plano Intro + Coche + Pixels

Es divertido seguir mejorando la imagen. Es como jugar con pixeles.

Hay algo espectacular de trabajar con los pixeles a tan pequeña escala y es el hecho de que no hay muchas opciones a la hora de elegir donde colocar un nuevo pixel. En realidad uno está usando la imaginación para completar la información que no existe y eso lo hace un medio muy especial para comunicarse con el jugador.

Sunday, September 6, 2009

Day 33: Intro Shot: The beginning of The Beginning

I wanted to begin the game with a wide single shot of a car aproaching the house, a man (Andy) getting out of it, taking something out of the trunk and getting into the garage.

So here it is. Let's see what happens!

Wednesday, September 2, 2009

Day 32: Lloyd Floyd

Lloyd Floyd.

Sunday, August 16, 2009

Day 31: Andy Walking Naked (No Arms)

Here it is. Andy walking naked. I still have to animate his arms.

I animated:

And something else... (can you find it?)

Tuesday, May 26, 2009

Day 30: Starting Over: Andy Animated + Some Ideas

I've been working on an advergame (work) for the past 3 months and the last 3 weeks have been very hard. But now that game's finished and I have to continue with this game.

Started Andy Animated.psd file.

I animated:

Andy Playing Guitar (not seen in the screenshot)

I'm starting:

Andy Walking Right


Andy will control animals using special equipment assembled by himself using special goggles a (***spoiler***) wii remote and other stuff.

Andy will be able to look and hear through animal eyes and ears.

Saturday, April 18, 2009

Day 29: Andy's Room takes some fresh air + Andy's Room Oustide Start!

I decided to let Andy's Room breathe and start Andy's Room Outside view.

Andy's Room:

Old Black Phone
Some Eyebrow Positions
Empty Brown Box

Andy's Room Outside:

Flipped Window and Tree
House Wall Base

Friday, April 10, 2009

Day 28: Andy's Room


Clothing in Closet
Closet Lamp

Thursday, April 2, 2009

Day 26: Andy's Room + Story SPOILER Link

Andy's Urine in Jar
Cassette Player
CD Shelf
Exit Door positions
Closet Door positions
Chain Lock on Exit Door
Slide Lock on Exit Door
Door Hinges

And I've also been writing some thoughts about story, structure, character, etc.:

SPOILER! (do not read it, I just need to link)

Saturday, March 28, 2009

Day 25: Andy's Room + Menu Tests + Development Progress!


Piranha Plant
Scotch Tape
Post-it Block
Photo Album
Old CD-Player
Fish Food

and more menu tests.

Development progress:

Pick up stuff
See objects in the inventory
Use inventory arrows
Open closet door

and light switch tests!

Tuesday, March 24, 2009

Day 24: Andy's Room + Scripting + Light Test

Here's a new development release!

Includes some scripting test for cutscenes at the beginning and it also includes some lighting test:

Saturday, March 21, 2009

Day 23: Andy's Room + Programming!


Bigger pointer.


First programming by María's brother, Maxi!
He's gonna work on the code!

Copy and paste the following address on your browser:

(can't link)

Thursday, March 19, 2009

Day 22: Andy's Room + New Window? + Final Menu + Pointer Test

Late and tired:

Please read the title. That's it.

Saturday, March 14, 2009

Day 21: Andy's Room + Dialogue Test

Dialogue Test.


Night Table.
Alarm Clock.
Battle Cat.

Friday, March 13, 2009

Day 20: Andy's Room + Extra Actions!

Orange Lamp.

Extra actions?

Thursday, March 12, 2009

Day 19: Andy's Room + Shadow Testing + Main Plots

Today I did some shadow testing. I'm not sure if I'm gonna use it because of the complexity of applying it on every background. Anyway, it looks better this way.

On the other hand, my girlfriend María and I started talking about the story and some interesting plots came out. I think I almost can complete the speed run of the game (can't write them down here, or the experiment won't work).


Cellphone in trash can.

Wednesday, March 11, 2009

Day 18: Andy's Room + Day Darkness Filter + MSN

There's always more:


Day Tree.
Day Empty Nest.
Day Sky.


Wallpaper Strips (can't be seen with this .jpg compression)
Red Lamp Off

Day Darkness

Plus picture for my messenger.

Monday, March 9, 2009

Day 17: Andy's Room

I've been pixeling a little bit this weekend:

Redesigned Furniture (TV was to high)

And added:

Wii Lights

Friday, March 6, 2009

Day 16: Andy's Room + Darkness

It's 12 am sharp! I wanted to publish on Thursday, shit.

Let's see:

Right + Left Speakers.
PC Speakers.
Bath Robe + Hanger.

Plus Darkness Filter.

Wednesday, March 4, 2009

Day 15: Andy's Room + Last Days + Engine?


Radio Amp.
Record Player with Record Inside.


Closet Door.

There's no much more to do in Andy's room. These are the last days before start doing the first animation.

And I have to decide as soon as possible: Flash? AGS? SCUMM?

Tuesday, March 3, 2009

Day 14: Andy's Room

New Hanging Wallpaper.

Re-desinged Furniture.

Improved Closet Door.

Monday, March 2, 2009

Day 13: Andy's Room + Re-scaling

New pixels:

Video Game Poster.
Crushed Coca-Cola Can.


Andy's height (+1 pixel)
Doors (+2 pixels)
Computer Desk (+1 pixel)
Bed (-1 pixel)

Friday, February 27, 2009

Day 12: Andy's Room

Not much:

Trash can.
Trash inside trash can.

Wednesday, February 25, 2009

Day 11: Andy's Room

One light switch.
Two plugs.
Computer desk.

I'm sleepy.

Tuesday, February 24, 2009

Day 10: Andy's Room + Fish Bowl + Lighting

Today, I made a fish bowl with a fish inside of it, and a co-worker told me: "Just like Zak McKracken's!". I didn't remember that and ckecked out some footage on youtube (I hadn't seen the game in years -I played it on my Commodore 64 and never played it again). And there it was... a fish bowl in Zak's room!!! I didn't do it on purpose... Mind trick!

A few minutes ago, I tried some lighting effects. I drew a lamp and it's lighting (Maniac Mansion's style) and outside sunlight over the curtain (watching Zak McKracken's footage again reminded me of some cool stuff). I wasn't thinking of doing such kind of things but the hole picture looks a whole lot better with some subtle lighting and easy lighting.

Saturday, February 21, 2009

Day 9: Andy's Room

It's 6:50 in the morning and I'm still up.

I've been making more stuff:

Finished furniture.
Andy's DVD player.
Wii console.
Wii remote.
Wii games.
Unfinished bedroom door and closet door.
Changed blanket color.
Walls and ceiling.

I'd go on drawing but I have to sleep now.

Friday, February 20, 2009

Day 8: Andy's Room

More stuff in Andy's room:

The window.
The curtain.
Some kind of unfinished furniture.

Thursday, February 19, 2009

Day 7: Andy's experiment + Upstairs hall

I drew some sketches of Andy's experiment machine.
I sketched the hall upstairs.


Wednesday, February 18, 2009

Day 6: Andy's Room + Objects + Scenery View

Last night I tried a couple of things. I still haven't decided to use or not to use perspective. I pixeled Andy's TV set in two different positions, his VCR with a jammed VHS inside and his bed just to feel how that works. Then I thought I should stick to the 2D world to avoid the realsim that 3D imposes. To include depth is to add more hours of work. Anyway, tomorrow never knows.

Tuesday, February 17, 2009

Day 5: Andy's Room + Storyplaying

Today I've been working a little bit on Andy's room. I designed the basic configuration on paper. I think I'll keep it simple till it gets done. Maybe then I'll make it more complex.

I've also been working on the story. I'm trying to figure out how's the best way to tell it through a graphic adventure. To use cutscenes? Not to use them? I think I will only use very short cuscenes... just seconds, to help the storytelling, but not too much so the storyplayers can imagine most of it while they're playing it.

Story tip: Andy is trying to control animals trough sound.

(agregar los sketches de la habitación + sketches de la maquina que arma)

Monday, February 16, 2009

Day 4: Andy's Positions

Yesterday I've been working on Andy's positions. I made right and left sides (naked body, clothing, smile, talk and glasses) and back (including Andy's little butt).

And my friend Ale lent me his midi keyboard... I'd like to sketch some inspirational music to set the mood.

Friday, February 13, 2009

Day 3: Andy's Final Design + Imagination + A Long Time

Last night I tried to use less pixels for the Andy's character, and it's better that way. It's more suggestive, is like looking through a difuse glass, you have to imagine more. And it's better to animate faster and use less frames.

I also drew some facial expressions: smile, open mouth for talking, and eyes with no glasses. And Andy's naked body, too!

The less frames the player watches, the more he (or she) has to imagine, and the brain works more and better. The story gets bigger in his head (let's say... Zelda Twilight Princess is great, but more like a movie, it's all shown just like the way it is, there's less place for imagination).

(One last thing... I don't want to think too much about this, but today I realised this project could take a long time...............)

Thursday, February 12, 2009

Day 2: The Menu + Downstairs

In the morning I designed the first floor configuration on the bus, on my way to work.

Then I looked for some Maniac Mansion footage on youtube to remember which actions they had put in the menu. I nevered played the "remastered" version of the game, but the menu is simpler. I think I'll basically use that configuration because is shorter.

(agregar boceto primer piso)

Wednesday, February 11, 2009

Day 1: The Beginning + Andy's House + Places

Today I decided to adapt an idea I had for a movie ("The Animals", about a biology student, or some kind of universitary career like that, who does experiments with animals, till one day animals start to attack him) to a video game, a graphic adventure.

I tried to think something simple that can be made in an easy, fun and enjoyable way.

I designed Andy's house configuration (just upstairs). I thought about Andy's block and his way to the university and the arcades.

I started to sketch Andy's face in pixels and I started to tray possible screen resolutions (I think 356 x 200 is the best one: small and widescreen).

I thought of uploading the game to a website and start updating that version (not yet, when the first version is finished).

I found out that in less resolution the character is simpler but fonts cannot be too small (you have to use few pixels and starts to become unreadable).

Now I'm going to my friend Matu's house to watch Lost (season 5 episode 4).