Friday, February 27, 2009
Wednesday, February 25, 2009
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
Friday, February 20, 2009
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.
(INCLUIR BOCETOS DE LA MAQUINA y del HALL DEL CUADERNO)
I sketched the hall upstairs.
(INCLUIR BOCETOS DE LA MAQUINA y del HALL DEL CUADERNO)
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 habitaciĆ³n + sketches de la maquina que arma)
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 habitaciĆ³n + sketches de la maquina que arma)
Monday, February 16, 2009
Day 4: Andy's Positions
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).
(AGREGAR BOCETO PLANTA ALTA Y CONFIGURACION LUGARES)
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