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Hey guys!  

We've had a busy week getting things rolling again for v0.06!  Check it out below!


V0.06 Design Document

I've uploaded a version of the v0.06 design document for you guys with any content that would spoil events beyond v0.06 removed.  It's a living document with an additional goal of tracking what we need that will likely fill up more as work is burned down.  This is the first time TK has seen the design elements necessary in any more detail than what you guys have seen in the story summary I posted previously, so he's been at work creating some additional props we'll need.  We've yet to piece together the final outline for the map layout since I had a huge itch to work on some character artwork (as you can see from the document there's a whole lot of character design that needs to be accomplished), which leads me to my next point :D.


Syndicate Character Design

The nice man pictured at the top (full size image here) is the one responsible for taking a lot of my time this week.  While it seems like a relatively simple design he went through a couple of design iterations, and most of the time went to modeling his clothes to get the look I was after (and not clip like crazy).  For these guys I wanted to lay on the cyber-noir aesthetic thick, so I took some inspiration from the villains of the movie Dark City and merged it with the noir look from Blade Runner.  For his revolver I was after a design similar to Destiny's hand cannons, which I think have a great exaggerated barrel profile kind of similar to revolvers in Ghost in the Shell.  It's likely that when the art overhaul rolls around Malise's revolvers will get a similar treatment.  In addition to this guy I have an early version of a Syndicate underboss character, but I'll probably hold onto that until he looks less like a cyberpimp >_>.  

These guys won't be an enemy in this release, but will have a role in the story.


AltairPL's Progress Report

After finishing the clean-up related to engine font handling, I did a lot of reading to make a better decision what to tackle next. After viewing my notes related to 0.06 game scripts and documentation for the SDL audio library, I've decided to deal with the URGE audio support. The reason is pretty simple - audio is the last SDL component to be implemented, and even though the engine is still in an early phase and will require a lot more work, having all components up and running will allow me to test new game elements in both engines (RPG Maker and URGE). As of now, music is being played and its volume control is working properly, but that's about it. Doesn't sound like much, but this prototype is still an important step for me. Now I need to do the same for sound effects and if everything works, I'll be able to start refining the code, and that is my plan for next week. 


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Comments

PhatsM

I think it'd be pretty slick if for Malise you kept her revolver designs grounded in the familiar but cyberpunked them up a bit. The Python design is slick as is but you have the creative freedom to build on familiar designs. If we're sticking with revolvers for Malise there are a whole bunch of options available for you to take classic designs like the Schofield or the Webley and then give them the Firefly treatment. Just my two cents. I'm a revolver guy who collects them IRL.

lolred

"It's likely that when the art overhaul rolls around Malise's revolvers will get a similar treatment." Aw! They're so distinctive, I really like them that way. Great to be hearing about the progress. I'm going to skip the design doc because spoilers, but I'm really excited to see what comes out of this.