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Hi everyone!

This week's roundup focuses on this weeks efforts to get started on the second project. :)


1: This Weeks Progress

This week was focused on two main points:

  • Getting the Unity Project set up and connected to version control. This got done!
  • Produce temporary art assets that can be made quick and get into the game to act as placeholders for each scene.

This Slideshow presents how that's gone for this week:


And here's a screengrab of the Unity Project:


And here's a collection of all the temp art made this week:

I quite like how the cultist concept came out. :D


Why make all this temp art?

The reason why you should make temp art that gets replaced later from a development perspective is to give you enough to work with visually to get the logic in prove the gameplay flow and loops.

It can also help identity missing elements in UI or usability before you start making time intensive art assets.

It's a balancing act:

If you make every asset just squares then the abstractness of the visuals can really screw the experience. But if you make high-end assets before prototyping, you'll doom yourself to lots of expensive revisions.


2: What's Next

Next week is going to be much of the same then this week. A focus on blocking out more of these in-game scenes and encounters by making temp art and arranging them in the project scenes.

Once all the scenes have the temp art they need. Then it's a case of blocking out the gameplay logic and scene to scene flow to prove the gameplay loop is engaging. 

So, much how like Tessa started out. things will look rough for a while, but it's in the interest of good gameplay.


What do you think of these temp art screenshots? :)

Cheers!

- Caroo

Files

Comments

Mirth

Temp art looks great! I like how playfully sinister the cultist looks and how delightfully helpless the prisoner looks. Quick couple of questions: Will there be multiple skins for the player character? Will there be tickling scenes for defeating the enemies and will there be tickling scenes for when the enemy defeats the player? And if so, will the scene be first person or third person? Thanks for the awesome progress report; things are looking exciting!

caroo

Thanks KOS. "Playfully Sinister" the overall tone I'm going for. The internal logic of this world I'm making is kinky and has perils. But isn't a gritty sort of reality. :) It wont happen to start with. But some change in appearance would be nice for the player character. Tickling / Teasing scenes on defeat = Still need to think on how I could do that. ^^ But I like the idea in general. The Dungeon exploration will be top-down isometric, with enemy encounters and prisoner encounters in the 1st person.