Those vampire chicks are awesome HOT! I say the more hands resting on bosoms, the better. The finger in the mouth may be a nice touch. These close ups will only be used in the final cutscene as the twins discuss Merrick's demise and their own escape from his explosion while travelling within the robot monster. They will be a nice touch to reward the player and explain away loose ends, but besides talking to each other they won't be doing much. So pose them in an interesting way and give them a few mouth movements for talking and I'd say they're pretty much done.
Cutscene backgrounds need not be very complicated at all, as the scenes will be dominated by foreground portraits talking (and only briefly at that, except for the lab ceiling for the beginning cutscene). I wouldn't spend too much time on the cutscene backgrounds unless you really want to make a project out of it for its own sake.
In other news I've contacted the other BG artists and despite a few IRL setbacks they seem to be on track to deliver the rest of our in-game backgrounds. I've got the rest of our assets imported into the latest Rough Copy Build . Check out the new walking, the scientists idling, the exercise yard + patrolling guard, and the proposed smiley cursors. Discussion on all aspects is welcomed, but do try to be constructive.
Moving forward, we're waiting on pick-up and biting animations before I can implement Tabata's fleeing and dying scientists, a robot probe (Studio3 has volunteered to draw it) for the banana gag to implement Ali's slipping and zapping of the guard animation. Things we need that are still unassigned:
OBJECTS: umbrella, banana, probe (Studio3), restraining chair, poodle (?), fridge magnets (?), crucifix... Also lighting "shafts" for the exercise yard (and hallway, guardroom once the rooms have been completed).
INVENTORY: design a standardized inventory icon and draw pictures of usable inventory inside. What I can think of is a bag of blood (cheetah), carrots, alphabet magnets, solar probe, pine cone, banana (maybe), cockroach.
ROOMS: cutscene backgrounds -lab, night (Secret Fawful), pod interior
CHARACTERS: a generic guard character with gun ready for the final scene. I suppose he should roughly look like Ali's guard. We still need scientist close-ups, too.
CODING/AGS Assembly: I've been kind of puttering at this but I'd love if someone else was keen to take it on (I do have this other project I'm trying to make progress on....)
MUSIC DIRECTOR: Yes, still. Someone to come up with a theme and very general guidelines (file format, instruments....) for the many musicians (5ish anyway) who are keen to do some composing.
I'm sure I'm still forgetting things -I'll go back over the design doc and update the first post when I get a little more time to myself.
Cutscene backgrounds need not be very complicated at all, as the scenes will be dominated by foreground portraits talking (and only briefly at that, except for the lab ceiling for the beginning cutscene). I wouldn't spend too much time on the cutscene backgrounds unless you really want to make a project out of it for its own sake.
In other news I've contacted the other BG artists and despite a few IRL setbacks they seem to be on track to deliver the rest of our in-game backgrounds. I've got the rest of our assets imported into the latest Rough Copy Build . Check out the new walking, the scientists idling, the exercise yard + patrolling guard, and the proposed smiley cursors. Discussion on all aspects is welcomed, but do try to be constructive.
Moving forward, we're waiting on pick-up and biting animations before I can implement Tabata's fleeing and dying scientists, a robot probe (Studio3 has volunteered to draw it) for the banana gag to implement Ali's slipping and zapping of the guard animation. Things we need that are still unassigned:
OBJECTS: umbrella, banana, probe (Studio3), restraining chair, poodle (?), fridge magnets (?), crucifix... Also lighting "shafts" for the exercise yard (and hallway, guardroom once the rooms have been completed).
INVENTORY: design a standardized inventory icon and draw pictures of usable inventory inside. What I can think of is a bag of blood (cheetah), carrots, alphabet magnets, solar probe, pine cone, banana (maybe), cockroach.
ROOMS: cutscene backgrounds -lab, night (Secret Fawful), pod interior
CHARACTERS: a generic guard character with gun ready for the final scene. I suppose he should roughly look like Ali's guard. We still need scientist close-ups, too.
CODING/AGS Assembly: I've been kind of puttering at this but I'd love if someone else was keen to take it on (I do have this other project I'm trying to make progress on....)
MUSIC DIRECTOR: Yes, still. Someone to come up with a theme and very general guidelines (file format, instruments....) for the many musicians (5ish anyway) who are keen to do some composing.
I'm sure I'm still forgetting things -I'll go back over the design doc and update the first post when I get a little more time to myself.