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Messages - DanClarke

#301
Ok thanks for the ongoing support (and patience lol) for the game. As requested by many i suppose it's time for a long overdue progress report on how things are going with the game in general.

To begin i'd like to once again apologize for how long this game is taking to churn out. I guess i under-estimated the actual scale of creating a project of this size, but i must emphasize that i'm an absoloute stickler for quality, and ill be striving very hard to give this game a 'lucasarts-y' feel. RThe game is much more than just a project for me, as my ambition is to work in the games industry, and having my own game which i have created would undoubtedly give me a good start.

Onto the stats, i'm not really a fan of percentages or number crunching so ill just lay out the basics.

STORY/STRUCTURE

The story for the game is something that i guess not a lot of you know a great deal about, and unfortunately it's not something i can give a great deal away about. As well as being a sucker for detail visually, i want this to be rich, and full of history, everone will have a story, and a purpose, and an individual personality and character. The place will have age and tradition and heratidge.

-The story for the entire game (beyond part one) is pretty much finalized, with only a few minor details to be chopped and changed.

-The structure of part one itself is also finalized (in that the places you'll visit, the puzzles, the characters you'll meet, the story you'll learn etc.)

ART.

As you know for the art in the game i'm striving for a very lucas-arts style game., and one of the most time consuming things to create when making a game is backgrounds (as many of you will know.) i've also spent a lot of time looking at other adventures, cartoons, books etc, because the way in which the characters move is important. I'll stop blabbering now and give you the info:

-ALL of the backgrounds have been concepted, and a good number of them are complete. As some of you have seen, everything i've shown regarding finished BGs has been at night, (i mentioned before that the 1st part of the game takes place at night) but i promise that in the near future you'll start to see some finished INTERIORS THAT ARE NOT THAT BLUE PURPLE-Y COLOUR! (i hear your cheers).

-Im also currently at work for glorias animations, it's important that i get this bob on (as you'll spend all of your time focusing on how and where she moves, what she does etc. I do have experience inanimating, so im hoping that this will compliment the quality i try to set.

MUSIC.

-I'll be truthful, i havent even considered music yet, because ive been so busy doing other things on the game. But i do have hand in music, and have created soundtracks before (i've also been DJing for 6 years and used to play the guitar) so although i may not be directly involved with the music production, ill want to have some input on the sound and atmosphere etc.

PROGRAMMING:

-Here lies the sticking point, because i am a mac user i really have no way of coding this game on my own machine. My 'co-producer' has looked into AGS and is quite a dab hand with programming, but it'll be difficult for him to get time on the software because he's got other commitments with owrk and college etc. so it's likely ill be looking into that side of things myself.

Alternatively, i'd be more than happy to recruit someone experienced when the time comes to do some of the actual programming work for the game, and they'd be fully credited for it. If anyones interested pop me a PM and perhaps we can discuss something.

But for now the emphasis is on getting the art for the game done, and then taking it step by step. I'd be lying if i said i was any closer to giving people an expected time of release than i was 1 year ago, but what i can tell you is that it feels as if something is finally coming together, the project is no longer a mass of sketches and dreamy word documents.

If you've gotten this far then i thank you for your patience, believe me when i say nobody is looking forward to getting this game out there more than myself, and i'm doing my upmost to ensure it's a quality game.



#302
Thanks for the feedback all, unfortunatley i'm a bit of a novice in the realms of actual programming, so im not really aware of whats possible and whas not regarding AGS and graphics layers. If it is possible to have walk behind foreground objects then great, if not then it can easily be adjusted or removed if necessary.

Fovmester, the blur is necessary for a foreground object, if it becomes focused, it distracts the eye from the focal point of the image.
#303
Its, just a signpost thing, and a bush.
#304
ok, after toying with Loominous's suggestion of including foreground objects, i've come up with this:



100%



200%

Ive also 'de-fogged the light, fixed the slanted tree and added a section of a fence to the right of the image.
#305
Cheers for the feedback loominous, i was actually hoping you'd crit it as you give some very useful feedback (not that others dont of course)

I'll look into all of the points you've made, however, withe the bottom left corner, the inventory item sits in that spot, so i try not to put anything of importance in it, because it just ends up being covered anyway.
#306
Quote from: ProgZmax on Sat 08/10/2005 05:29:04
I did a real quick and dirty paintover since I couldn't manage to resize it without distortion, but it should give you an idea.  Since it's on an island I thought about what kind of costume she could realistically get her hands on and Gordon's Fisherman (from the commercials) came to mind for some reason...Hope this is useful.





Lmao, i love that! I may do something similar, i really like the hair and beard especially! :)
#307


Edit:

-Added the character sprite so you can see how it looks.
-Enhanced the glow
-Added some moon glow
-Altered the path.
-Added sign details

I'm still not completely happy with it, ill post another edit tomorrow/sunday.

#308
Quote from: Andail on Fri 07/10/2005 22:10:54
Hm, Dan, the background seems good enough to me, but don't you think you're close to getting stuck in a mannerism here?
Your last few bg:s are so similar it's almost hard to give new c&c. Additionally, will the whole game be set in these bluish night-scenes?

Don't get me wrong, I like your artwork, but I'd like to see some variation :)

I understand what you mean, but i wouldnt call it a mannerism, it's more a case of just trying to keep a consistency. If one scenes lighting is slightly off with the previous or next then it wont look right. This entire scene is set at night, but there will be a number of interior locations in the house.

The BGs i've shown are all exterior shots as you know, and sooner or later the interior locales will come up for crit, so i guess it's just been the case that you've had all the 'blues' in a row. :)
#309
Thanks for the reply!

The game will be 320x200, all the BGs upto date have been done within this resolution. I just tend to resize them for crits, although i probably dont need to, my monitor runs at 1900x1200 so they look miniscule at that res over at this end.

-Yes as i said the rock needs detailling, and that will be done.

-I know what you mean about it looking sparse, but as you say with the inclusion of sprites and a few little details it'll fill out fine.

-Yeah youre certainly right about this, im actually working now to get the lighting more akin to the 2nd concept piece i posted in the 'in production' forum, as this ones not warm enough.

-The sillouhetted trees are actually part of a circular clearing, so im not too fussed aboutt hose to be honest.

-As i said ill be sorting the path.

Have faith that the final version will be much better :)
#310
Looks quite neat, but, your goose looks a bit..well...duck-ish?
#311


Things still to be done:

-More detail to be added to the rockface on the left.

-Path needs improvement

-Sign needs detail

- A generator needs to be drawn in under the right tree

Apart from that, fire away! :)
#312
Ok i guess its been a while since ive shown any character sprites, and seeing as the areas and screens in which part one of the game are now finalised, i'm able to define the characters who live there etc.

This particular sprite is Gloria 'in disguise' , i can't really give a lot away about why she ends up like tihs, but perhaps the detectives amongst you may be able to figure possible notions by studying this and some of my recent art posts. ;)

As always, feedback, paintovers, crits etc welcome.




#313
Critics' Lounge / Re: C&C: Character Sprite
Fri 07/10/2005 14:01:49
he looks a little tense, drop his shoulders a little :)
#314
Critics' Lounge / Re: Ani Motion
Fri 07/10/2005 13:23:54
Very nice :D

My ony suggestion would be to perhaps hand write your titles to compliment the art, but thats just a preferential thing rather than an actual crit.
#315
Quote from: Czar on Thu 06/10/2005 21:38:11
Dan Clarke I love your work and all, and I don't know if this has been asked before, but do you have a tutorial of your coloring style?

If not, could you explain in some simple steps.
And what PS ver. are you using?

This kind of things are very enlightening, thanks :).

C.


OK, as requested:



I use Photoshop CS, but i have to stress that it doesnt really matter what version is used, this could have been done in version 4 if i'd had it.

#316
Quote from: Nikolas on Thu 06/10/2005 19:03:36
Quote from: DanClarke on Thu 06/10/2005 03:29:47
Not to the topic strictly, but only 86 more hits until this post's had 10,000 views! :)
Congrats on that!

This can mean two things!

One that a lot of people are interested in the game
and
Two that it's taking you long to finish it ;)

Just joking of course. I'm here to say that I love your style and I'm waiting for the game to finish so I can play it...

Lol, i'd say it's actually a bit of both :)
#317
Adventure Related Talk & Chat / Re: pixel art
Thu 06/10/2005 16:43:03
I've used paint shop pro before, but i have to say i much prefer photoshop, it just has a lot more depth in the things you can do with it.
#318
Critics' Lounge / Re: C&C on streetcorner BG
Thu 06/10/2005 14:21:16
Looks a lot better in your edit, although im a little confused as to the label 'street corner' seeing as there isnt really a corner in it as such :p

Perhaps yyou could add some detail into whats inside the window?
#319
Not to the topic strictly, but only 86 more hits until this post's had 10,000 views! :)
#320
I think blurring the castle gives the image a depth of feild that is far too small.

I think it really needs some character, the castle itself looks far too clinical, id suggest using a layer mask and perhaps try detailling the walls and roof using some brushes, then possibley toy with some lighting and shadow, try to imagine the type of light the castle would be bathed in given the colour of the sky etc.
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