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Art Development General SwiftThought.com news The Magic Box

Ah that post painting funk

Ok after a little breather It’s time to get back to working on things that are fun.  Finishing a painting is both exhilarating and exhausting and I find myself having to take a couple days and recoup my creative energy or I’ll find the need to go back and fix, and tweak and tweak irrisistable.  But taking a bit of time away lets me just be proud of what I’ve done and let it be.

After a couple days I had a little fun playing with skin rendering and trying to get a sense of translucency. One of the many attempts actually turned out to become this guy, which has a nice tone to it that I like.

sketch-45

 

Followed by a couple silly monsters following my son’s obsession with pokemon all of a sudden.

sketch46

 

And then this thing.. .. this might become a thing.. it’s still rough, but it’s speaking to me.  It started out as a perspective homework.. then became an epic skies homework.. and now it might be something else altogether..

songofthestorm-rough

 

On an art related note, I cracked some oil paints open for the first time in 7 years (it was a disaster then) and … holy cow…I’m loving them..

Something about the transparency and the need to go slow really just works for me.. maybe it’s because I’m getting older and not in as much of a hurry.  Not sure exactly what it is, but I’m doing some test pieces and maybe finishing/reworking the initial disastrous attempt and who knows maybe they’ll be worthy of showing on the inter-tron some day.

 

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Art General

Missed a few

Ok missed a few updates like updates 24-32.. they’re there, just not gotten around to posting them

However on sketch 32 this little guy popped out.

sketch-32

and then I decided he needed a chance to get a world to live in. And by 37 it was looking like this:

sketch-38

 

 

 

Then pulled in some rough textures and and blocked things in a bit more.
sketch-39

By update 40 the trees were looking flat and the overall color was beginning to be a bit washed out.
sketch-40

 

 

And that puts us here at update 41, time spent pushing back the stone some and final rendering of the character and more minor details.

Still need to touch up the bear, abird and pants, but we’re 99% there.

 

sketch-41

 

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Art The Magic Box

More thing a day, week 2.

More art and stuff playing around. Trying to make a conscious effort to design shapes that works as a whole instead of just pieces that fit together.

sketch-11 sketch-12 sketch-13 sketch-14 sketch-15 sketch-16

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Art The Magic Box

Flying Golden Turtle Final

 

I think this is going to be it!  Gonna sleep on it but I think this is where this journey ends for this piece. At least for tonight. Barring any last changes I’m looking to get this to a printer this week.
turtle-final-5

 

 

 

And here’s some details of some of my favorite parts of the painting.
detail-pathThe little path into the forest

detail-house

The little church and houses on the hill

detail-turtle

The turtle.. shell and belt buckle just make me happy.

detail-water

And my favorite part might just be the little glistens on the water.

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Art Code design Development Games OneGameaMonth

Milestone 2: Week 4 – Finallly Fixed!

Finally got some time to dev last friday and Made Progress(tm) since the week before was spent rebuilding the pc.

The Maze Generator works!

milestone2MapI’ll need to increase the internal branching, it’s a bit too linear right now but that’s just a variable that needs to be tweaked.

Rooms now get harder and harder, the further in you go.  Next up is some minor UI tweaks and then a second enemy and that’s it for Milestone 2.  Just a couple months behind schedule.. but that’s the way it goes on top of real job, consulting work, children and a house to maintain.

 

 

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Code design Development

Happy Easter – Week end update

Busy busy week.. all freelance debugging and we development..

So not much progress on the game.

  • Money rounding..  yeah.. lots of refactoring code.
  • Moving some more UI elements into groups so they render in the proper order and can be switched on and off.

Anyway here’s another beta.. # 7 now.

http://www.swiftthought.com/temp/BarnyardBonanza007beta.apk

Download Barnyard Bonanza beta #7
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Art Code design Development

Daily Progress update.

I know… updates two days in a row??!  What madness..

Manged to get A* following objects to automatically turn and adjust their facing while maintaing their portrait’s orientation.   Also increased the basic map tile size by one so things aren’t as cramped.  The remainder of the evening was spend working on the following Mocup UI:

As you can tell I’m targeting a baseline 1280×768 resolution.  (obviously.. doesn’t everyone count the pixels on every image they see?)  The different thing is that designing for widescreen (6:9 / 6:10) and then making it work in old school 4×5 instead of doing it the other way around, lets you make some design decisions that you usually probably wouldn’t do.   With Widescreen you can essentially forgo the old L shaped UI frame and just settle for a thicker | shaped sidebar.. and still have plenty room left over.

I think we’ll be seeing more and more of this as the old 4×5 proportion fades into obsolescence. ..

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Art Code Development

The Fall Season!

Whoa.. after what feels like an absolutely morale crushing infernal heat wave that has more or less sapped all willpower for the last several months… it’s time to get the show back on the road.

Here’s a peak at what’s been worked on.  More details as soon as I get more gameplay things put in.  And after a break to Javaland  it’s back to good ol TGB.  The upside is that things make so much more sense now.   Many more thoughts on the matter later on.

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Post

Setting sail against the winds of whim and staying the course

Wooosh… that’s the sound of another gale force great idea blowing around.
Yup, they’re pretty much everywhere at this time of year. Annoying, persistent, unformed, and generally really exciting!

The thing is, they’re always much more exciting and enticing than what you’re doing ‘now’. Especially if what you’re doing now is rewriting something you’ve done before, in a new engine. In the last 3 weeks I must have changed my mental description of what I’m working on half a dozen times. Each new project, idea, or whim is a terrible distraction that’s so much fun to just dive into.

Because for me the best part is the initial rush of putting ideas and framework into place and start various parts gestating. So when I haev nothing but a couple months of grunt work (asset managers, re-inputing pathfinding algorithems, importing graphics, dealing with text input etc) it is so easy to want to start over and tackle an enticing problem and find out how various systems would interact.

Hell, at this point I’ve practically convinced myself to ditch BSDDoD! and hop into making ‘Irismel’ – the fantasy village simulator instead.  I’ve even started making some basic tiles and mock screenshots.

That’s gotta stop.

It’s time to get excited about BSDDoD! again.  So I’m laying off the big coding for a bit and painting some assets, concept art and visually interesting things.

The upside is that I’ll have things to show before too long and I can get the show back on track.

I am, however, thinking of changing the title from Blood Soaked Deadly Dungeons of Doom! to something more palatable and url worthy.

 

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design Development Games Post

Sheep benchmark

Time for a little progress update, eh?

Ok so some more sheep have been done but it’s time to assess the situation and get a firm grasp of where exactly I stand.   But first a picture of the prototype tuckbox that the game will be shipping with (some assembly  required)

tuckbnox

Why Include something as silly as a tuckbox, when it will surely impact the bottom line One might ask.  Well the answer is simple,  with the last couple playtests it’s become obvious that the system of green tokens to track the value of the current place is massively cumbersome.  So I decided to put in a little track sheet that you can just put a couple counters on to track the value of the current place as it is eaten.  And the price difference between a 4×4 board and a board big enough to have a tuckbox to be cut out is negligible. So the tuck box is almost free.

But anyway… back to the current state of the game development process.    So it turns out that 85% of the time it’s taking is art.  That’s right.  It’s taking much much longer to draw silly sheep than it is to creating the game and the cards and exporting them and uploading them and writing / editing the rules etc. etc.

Crazy eh?

As of RIGHT NOW, I have Drawn and Painted 60 of 125 sheep.  Of those 50 have been placed into their final art location in the inDesign files that are the decks.

I have 65 sheep left to Draw, ink, and paint.   A happy estimate would be that if I totally buckle down I can probably do a sheep every 2 hours, maybe a bit more.  So let’s call it 90 min.  So that’s just a hair short of 100hrs of ART work left to do.  Not too terribly bad.

Other than that I probably have 6 hours of editing and tweaking on the cards’ text to make sure they’re clear and are easier to understand.

Then toss in the other little things like re-writing the rules and finalizing the web and packaging art, realistically it’s probably closer to 120 hrs of work.

That’s some really long weekends in my immediate future if I’m to hit my goal of having it launched by my birthday.

Time to buckle up, it’s gonna be one helluva ride to see if I can do this.