Following along from last week me and my fellow classmates have begun our next projects in which we are givin a brief using different media for inspiration and constructing a deep game based on that.
In particular with the visual choice of the brief I went with the above picture and taking from it compositive inspiration, Getting strong Vibes of Bonds and connections which facilitates the core of my current projects underlining roots.
Mamaro!
With Inspiration set and entwined with the overall theme of trust me and 6 others going by the name "Shoulders of Giants" have begun planning and constructing the Game Mamaro, a Co-Op that has player one as a giant asskicking robot Mamaro and player 2 as the Genius 15 year old Mechanic.
With Lights out I learnt a lot more in depth about the benefits of really thinking something through, however it still was not enough and with time constraints a lot of things didn't make it threw.
and learning from all this I went from
With Lights out I learnt a lot more in depth about the benefits of really thinking something through, however it still was not enough and with time constraints a lot of things didn't make it threw.
and learning from all this I went from
To
and first
Plan!
Like the title of this post suggests, a lot of this weekend and last week was dedicated to properly planning out the entire project.
Documentation
Working together with team we all sat down and discussed in detail how we would go about creating a rockin stompin Co-op Game, from Art Style to terrain mapping to make sure everyone including ourselves have a good solid idea about what Mamaro is all about and what our overall structure and design of the game will be like.
Concept Art
Along with extensive and thorough planning of Mamaro I went ahead and started to visual how we would see how main characters, from concept I did on the fly helps me play around with different designs, going along the premise of planning Mamaro out this gives a general visual understanding of how our characters will feel when players are to play them.
With the past couple of weeks although I understood proper fundamentals are a great need for any creative process, with lights out I find myself starting to really understand fully the ideas behind fine arts, studying different art forms and experimenting with that to see what I get.
Research
With anything good research into the type of game or media being created always benefits everyone and since were basing our games artstyle on the Game rime, and went and found as many pictures as I find and begun breaking down how they went about constructing their game.
Much of my research concluded that overall many of the software used and techniques used was already something me or people within the team were familiar with, however from past experience when it comes to constructing landscapes specifically landscapes with a much more carved feeling to it there was 1 step that I had missed.
So I delved deeper and found that there was software specifically used along with maya and Max, and so i started learning a whole new software ZBrush and after some struggle started to learn how to properly construct a more natural and carved style of landscapes, which has been something i've always wanted to construct but up until now never understood until now.
Prototyping
And Of Course with researching comes testing, a lot of the ideas the team had we were fairly confident would work, but there were still a few areas such as modeling and animation sides that needed some further testing. Previously I started playing around with dynamic modular models and rigging, and although i understood the theory testing would still clarify a few things and so Along with getting more practice in speed modeling/Rigging I was able to test my idea as well as create a Prototype mamaro that our coders can work with.