Showing posts with label Joe Burkey. Show all posts
Showing posts with label Joe Burkey. Show all posts

Wednesday, 10 March 2010

Joe gives head





Alright 'lords.

The blog's looking a bit bare so thought I'd best post a bit of work.

The above pictures are of the head I've been working on over the past two days, the bottom one is mine before Gin had a play and the top on is Gins little toy.

Which one would you like me to carry on working on, or which one for which character?

Thursday, 29 October 2009

Survey time.

I need some primary research for 11.1 so can you observe these pictures provided by Chris Moore and then complete the survey please? Chars.

1)



2)


3)


4)


(.)(.)

Sunday, 18 October 2009

Just a reminder

This development blog is part of our FMP so why are some individuals waiting to talk about their progress in person at Confetti? Just post it on here, that way another part of the work is underway and it's keeping everybody informed, not just a few people.

Wednesday, 14 October 2009

Urban attacks?



I was just thinking about our game and thought that if all the combat was with the sword it may get a bit repetitive so what about some interesting melee combat?
I thought about some break dancing styled attacks that the guy could do with his sword- such as sticking the sword in the ground, taking a quick run back then towards the weapon, grabbing the handle and running up a nearby wall or just lifting himself with the handle and kicking nearby opponent.

I got the inspiration from the free running world champion who combined break dancing with parkour to win the world title earlier this year. Take a look and give some feedback.

Tuesday, 29 September 2009

My bad

I wasn't clear enough on my last post. My idea wasn't for the game to be fast paced, only the combat scenes where there's a horde of opponents coming at you. This is where the speed and fluidity of using a sword will come in- think DMC/Viewtiful Joe but with more opponents that only take about three hits to kill.

I've been working on character concepts from scratch, I've only been working on the head so far otherwise every sketch would be a mess. I've been thinking about doing some sketches of one of my best mates, his personality might suit the game too, he's easy going but if things turn nasty, so is he.



Sunday, 27 September 2009

Concerns

Ok as most of you know; Kiwi has suggested an "alley level" in 3D from a third person perspective very much in the same style of the Sonic 2 Chaos Emeralds mini game, I'm uncertain about this because it may slow the gameplay down.



As you can see above, the gameplay is fast but for the mini game in Sonic the only player interaction required was directing Sonic left or right and occasionally pressing A to jump over oncoming obstacles, there was no need to move him forwards or backwards, attack any opponents or interact with the environment and this is where it may get difficult for the player if he's in an alley in third person perspective; they may no be able to see their opponents or environments that are possible to interact with.


Here's a clip from Viewtiful Joe 2; as you can see, it's easy to see all of the environment and as I suggested in Gins lesson last week (sick!) cell-shaded graphics make 2D games with 3D elements look amazing. Also, picture this as our alley level and with the dude I'm yet to design but with a horde of enemies charging at him; it could be an immense beat 'em up!

Comments?