Archive for category Game Art
Since the update for Tutorial 4 is taking longer than expected, I decided to switch from coding to art assets to keep the posts flowing.
Also, it’s worth noting that on the Gamasutra Web site, Chris Hildenbrand has added more helpful 2D game art tutorials (there are 8 in total, listed at Gamasutra and at Chris’ blog page 2D Game Art for Programmers. If your looking to improve your skills or looking to get up to speed with Inkscape his tutorials are a must read. What caught my attention the most was the tutorials he did on attack helicopters. Helicopters have always been a fun gaming element from back in the days of Choplifter and Infiltrator to Jane’s AH-64D Longbow (and Longbow 2). Chris’ tutorials are very straight forward and easy to follow. In just a couple of hours, you will be able to easily go from a blank Inkscape window to something like:
At this point we have the basis for the Python pygame model. We have the environment(outer space) and our player with the ability to move, but not shoot (nothing to shoot at yet). The game now looks something like this (using the more “modern” version of artwork):
But, ultimately what the window should look like, to make it more interesting and much more interactive would be something like the following mock up ( currently the game window does not look like this, but this is the intended final result). Currently I’m figuring out the GUI, I’ve gotten the furthest using Tkinter, but I haven’t gotten to the part where I can see the interaction between tkinter’s mainloop() and pygame’s mainloop().
Currently the work being done is on the GUI, to use what is available without having to include any additional install packages, this means that the GUI will be created either directly in pygame or using Tkinter(if possible). An alternate solution I’m thinking of is to create a transparent interface with SVG images and replace the option panel with that and then hardcode the buttons with pygame, but we’ll see how tkinter works out. The actual current window looks like this:
So I have been meaning to update this for a long time, but as my skills of procrastination are exceptional, I haven’t done it before now.
After taking a look at some seriously inspirational mythological creatures I figured I would give it a try. Grabbing paper and pencil (yea, I know, old-school) I set out to do a rough sketch(followed by a few 1.0E3 more). And after a while came up with…
then imported the sketch into Blender as a background and set to work. After a few hours, I came up with this after some basic rigging, but prior to starting the texturing / UV process…
It’s not even close to being complete. The biggest problem are the serpents, I probably need to remove them and create one standard serpent with rigging, add more length to the tail and then work from there. I always wanted to do a Greek mythology concept that closely followed the classic stories .
I was working on this while my nephew was visiting and he always gets a laugh out of watching me setting up animation keys in Blender. A concern that I have is when my nephew said that the model looks “familiar”.
I have also just finished a 2D map of the town, Tinyville. It has the layout of the parks, farms and buildings that will be accessible during the game. So I’m in the process of creating scenery and buildings, while also trying to structure what types of mini-challenges and upgrades will be available at the farms and parks.
One of the main things on my mind about this game idea was how the model for Teddy never looked quite right. From the many(very many!) drawings I had tried for this character, the one where he looks slightly younger was always the one that I felt had the most potential. It also brought better continuity to the models of the other characters. After re-creating the model over many iterations, my concern was that Teddy’s model wouldn’t have the features that the drawing had. I would resort to scrapping the existing model and trying to create a new one. But this current model looks like the most promising to date. Blender’s linking process helped speed things up considerably. I was able to create a file with just Teddy’s accessories (glasses, cap, mailbag, scooter, etc.) and then link each new character model to that file to use those objects to see if they worked well with the model.
A comparison of the last two models gives a good sense of the direction taken so far .
Now it’s on to materials, textures, and an armature…
It has been a really long time since any update. I have tried to work out game engine details, pros and cons, compatibility and incompatibility, limitations and advantages. I really like Panda 3D’s flexibility between Python and C++, and the fact that with some crafty work I can get content from Blender into it in egg format. I have thought about using Blender’s GE for experimentation and a short demo.
As for the character models, the dog and cats idea for now is getting replaced with “mutated” alien bugs. The angle I’m looking for is that if I can model 3 or 4 specific bugs and pay attention to body structure, then, I can do some creative combining for more variations. Here is a first draft of the spider I’m working on.
Also have tried to work out an alien form, and keep the poly count low, so far its at about 11k vertices but I’m hoping to bring it down. I have to clean up the body a bit better, because in the profile the alien looks like an over-nuked chicken. At this point I’m posting only a front view (who wants a drum stick?).
My first thought was to put a glow effect on the alien skin and animate it, but if that ends up being too much to handle, I’ll probably tone down the skin and brighten the eyes with a glow effect. Back to Blender! I hate UV-mapping!!!
If anyone has any suggestions on it?
Chris does a great job to explain how important it is to have professional looking art assets for games, then he takes the reader through some examples. He presents the information in an easy to follow process, while demonstrating basic features of two very popular open-source software programs, Inkscape and Gimp . Both programs are available for multiple platforms(Windows, Linux, and Apple). He also has additional information on his website 2D Game Art for Programmers. The article on Gamasutra is written in four parts with the same information posted on his blog. Definitely worth a look!