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!"
Andy: "I don't like movies. You can't control them!"
Tuesday, September 22, 2009
Day 36: Characters + Lloyd Floyd
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.
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.
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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.
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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
Wednesday, September 2, 2009
Sunday, August 16, 2009
Day 31: Andy Walking Naked (No Arms)
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
Story:
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!
Friday, April 10, 2009
Thursday, April 9, 2009
Thursday, April 2, 2009
Day 26: Andy's Room + Story SPOILER Link
Jar
Andy's Urine in Jar
Cassette Player
CDs
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)
http://diariodeunaaventuragrafica.blogspot.com/
Saturday, March 28, 2009
Day 25: Andy's Room + Menu Tests + Development Progress!
New:
Piranha Plant
Scotch Tape
Clock
Post-its
Post-it Block
Pencil
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!
http://bytetank.com/tgf/animals/
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:
http://bytetank.com/tgf/animals/
Includes some scripting test for cutscenes at the beginning and it also includes some lighting test:
http://bytetank.com/tgf/animals/
Saturday, March 21, 2009
Day 23: Andy's Room + Programming!
Thursday, March 19, 2009
Saturday, March 14, 2009
Friday, March 13, 2009
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).
New:
Cellphone in trash can.
Wednesday, March 11, 2009
Day 18: Andy's Room + Day Darkness Filter + MSN
Monday, March 9, 2009
Day 17: Andy's Room
Friday, March 6, 2009
Day 16: Andy's Room + Darkness
Wednesday, March 4, 2009
Day 15: Andy's Room + Last Days + Engine?
Tuesday, March 3, 2009
Monday, March 2, 2009
Day 13: Andy's Room + Re-scaling
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 habitación + 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 habitación + 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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