Birds

My big work project is nearly wrapped, so I’ve been reclaiming a few nighttime hours here and there for my hobby work. Here’s my latest practice, a couple of birds in flight for enemies in the upcoming project:

I think the falcon on the right looks better overall, but the colors are a tad too dark (on my current home setup, anyway – looks better at work). I think I need to break away from the usual 256-color palette. At this point it’s clear that I’m not going to port my engine back to the DS, so why adhere to its limitations?

I guess the same argument could be made about the resolution I work in (256×192 screen and max 64×64 sprite size on the DS makes you real stingy with the pixels), but I find low-res NES type stuff about as much as I can handle and still have it look halfway usable.

Anyway, both images will be available on OGA as usual after I’m done smoothing the rough edges – hopefully someone finds some use in them as placeholder art or something.

Bat

It’s a bat – my first sprite for the new project, made to replace the awful two-frame moths from the original. CC-By-SA-3.0, available for download at OGA.

Dragonthing

Yeah, screw it. I’m remaking Dragonrider for phase 2. It’ll be a complete overhaul/remake, with entirely new play mechanics – for example, I’d like to do away with the powerup-based magic abilities, and just have each character have its own innate magic attacks. Probably make them more powerful, and not have the magic bar regenerate automatically for most characters. I like the idea of a Street Fighter-like Super Meter, which only refills when you take damage; it’d allow for super powerful ‘desperation’ moves, which the player can use more frequently if they’re getting their ass handed to them by a boss. Maybe even have the meter recharge if the player is near death.

Otherwise, I won’t be calling it ‘Dragonrider’ this time around. It’s been done a thousand times, and I wouldn’t want Ann McCaffrey’s people suing me for trademark infringement. I think I’ll go with the “Something of Somewhere” naming convention, like “Wings of Teracanth” or “Skies of Cendia” or something..

NPC Girl

My daily practice, an NPC girl walking:

She needs more walk frames (seems a little jerky), and the shoulders need to sway as she walks – she’s a bit wooden with the arm only moving below the elbow. It’s a start.

OGA Censorship Challenge

Submitted for OpenGameArt.org’s Censorship Art Challenge:

Turned out rather decent, for a quickie project. I’d say the biggest thing I need to work on is my palette choice – I lack subtlety, and all my art ends up very colorful. While this isn’t a terrible thing in and of itself, it wouldn’t lend itself well to darker themes.

Otherwise, I’m working on a (possibly) better way to generate smallish pixel sprites, in a Castlevania-type style. I’d like to try sketching out low-detail frames on paper, scanning and colorizing them, and then resizing and retouching as 32×64 images; I think the results would have more consistency and detail to them than doing each frame pixel-by-pixel in Gimp. It’ll be an experiment, and it might not work out, but it’s worth trying anyway.

What’s next?

Now that Bits & Bots is out the door, I’d like to take a bit of time off to relax – just not too much time. I’ve enjoyed the momentum I’ve finally found over the past half a year after several years of messing around with the engine, and I don’t want to lose that. So, what’s next?

I kicked around the idea of a sequel/remake of Dragonrider (my old MS-DOS shoot-em-up), but.. I already made it once, and I’d like to strike out in a different direction this time. One idea I’ve had is for a Zelda-esque dungeon crawler; you’d only be able to carry two weapons/items, one piece of armor, and one piece of equipment at a time, and everything breaks as you use it. Say you have a sword and a shield, and you need to carry a key down a hallway full of archers: do you keep the shield to block arrows, or do you keep the sword to kill the monster at the far end?

Aside from that, I’d like to have the items break after a set amount of time or damage, to keep the player constantly using whatever is at hand to keep going. In games with lots of different equipment to choose from, I usually end up finding one combination and abusing it for a long time, while my inventory gets cluttered with all sorts of neat things I have no real use for. It might be fun to remedy this with short-lived items, forcing the player to branch out and use different equipment as they come across it.

Of course, a Zelda-like would need each action ‘rendered’ in three different directions (up, down, and horizontal), so it might be less work graphically to instead try for a simple platformer. I might just spend a few weeks doing random sprite art, and see what grabs me.

Bits & Bots final version

Final-ish, anyway – I might still mess around a bit with the title animation. Anyway, download it in the Projects section (link). Thanks!

-mm

New site!

Welp, finally got a dedicated site up and running to host my projects.  Much better than using Hephaestus – being my dev sandbox for networking tasks, it’s not guaranteed to be accessible by the general public at any given time.

Check back soon for the finished version of Bits & Bots – I’m still dead set on releasing it before the end of the year (tomorrow).

-mm