Wednesday, September 30, 2015

Suburban Maze Generator

Here's the start to a crazy crash-into-everything game where you play an ordinary high school student who is late for school.

For replayability's sake, we want the levels to be procedurally generated, so you never know the correct route to school. Bumping into other students earns you bonus points, especially at intersections.

You start out with a piece of toast in your mouth, but upgrade it several times, including a plate of curry and a bowl of ramen.

Friday, April 17, 2015

Camping with Yurts

Finished a rough test on the camp assets and animations (whenever you are tired and need to make camp, you inexplicably spawn all these things where you're at and can craft things like food). Embers have an emissive map as part of the shader, and a warm point light with a script that causes it to flicker at random intervals.

When the player takes out the meat and cooks it, that's just a simple texture blend on a timer. Anyways this stuff is really polish-phase, but I wanted to throw it in. I'll be taking a break from From Wolves for a bit and wanted to get this one last thing in before I did!

Wednesday, March 25, 2015

I named it!

Put this logo together over the weekend, recycling the first painting I did for this game almost a year ago. The name "From Wolves" comes from the expression "We descended from wolves" which is a theme surrounding the nomadic clan that the main character belongs to.

I painted the text and am considering painting the other letters of the alphabet and making a font perhaps? Naturally, I'd call it From Wolves Sans Serif.

The four symbols behind the text are stylized oracle bone glyphs, the precursor to Chinese characters. They are (from left to right) deer, dragon, tiger, and horse. Those animals also play a big role in the story. Honestly, it feels like I'm opening a zoo or something.

Sunday, March 15, 2015

In-depth Look at the First Boss

 I think I want to take this boss fight in more of a puzzle direction instead. Current ideas include the only way to defeat him is to lure him into traps, or shoot at stone pillars to get them to fall on him or something. 

Original concepts. I ended up going with the Chinese oracle bone 
character for "deer"and pulling away from the barn owl look.
I am not sold on the "shoot the
weak spot!" mechanic yet.

Thursday, February 5, 2015

First Boss Sneak Peek

The first boss is certainly going to be the simplest to fight. A slow, hulking giant that will give the player plenty of time to get comfortable with the horse and bow.

Wednesday, February 4, 2015

In-Game Cinematics (Early Look)

I built a cutscene system for Unity that allows for multiple camera shots and pausing for dialogue, as well as synchronizing that dialogue with character animations. Still pretty rough from a production standpoint, but here are the results!

This scene takes place at the beginning of the game, right as you start your adventure.

Wednesday, January 21, 2015

Every Hero Needs a Sidekick

I challenged myself to create a character from 2D concept to rigged model in 20 hours (over several days). This is Katahl, he is your friend who teaches you how to play the game.

Usually, he's a hawk that guides you to objectives. He only transforms into a human during cutscenes.

I didn't spend a lot of time sketching him because I already had a "shaman" look in mind. He's going to be very energetic and a little mischievous too.