traylorpark
Very Active Member
- Joined
- Sep 30, 2008
- Messages
- 593
So, it was not too long ago when I teamed up with fellow forum member kurtkz to make a game that would, in part, show off his excellent 3D engine. We considered a couple different types of games to make and ultimately decided to make a mini-golf game, but added a twist to the gameplay. Normally, the goal of golf is to get the ball into the hole directly, in as few hits as possible. In this case, along the way to the hole there are a couple "targets" the player can bounce the ball off of.
The minigolf game suddenly gains some puzzle elements as the player tries to hit all the targets and then finally sink the ball in the fewest hits possible, perhaps even in a "hole-in-one".
I also took the opportunity to try out some new aesthetic ideas I had been stewing over. I currently live in Japan, about an hour outside of Tokyo where the rice fields meet suburbia. It's a location that I have been dying to explore artistically for quite some time now. So I did some color theory tests with patterns and different style of skies ... and decided that a combination of desaturated colors and brilliant origami paper textures could really create an interesting visual experience.
With these ideas I went on to make a concept level. Kurt has also been able to use this concept level to test out his game engine on a Wiz. I would do a revision, he would update his code and then we would discuss ideas on how to optimize the level in order to achieve the highest possible framerate.
In addition to exploring artistic styles and building the engine, this test level has also forced us to create a pipeline from Blender to Kurt's engine. It's sometime's a bit of a trial and error process.
I've made this thread to share the art process when making a game for the Wiz/Caanoo. It will function as my art devlog for this project. This is kind of a broad introduction, so I'll be very happy to field more specific questions about the game, design, art assets, pipeline and anything that I have to deal with on my end. Engine specific questions should head towards Kurt and his thread Since it's his engine and all.
I'll post again soon, describing some of the gameplay elements you can see here, such as how the reward system might work and whatevs.
+peter
The minigolf game suddenly gains some puzzle elements as the player tries to hit all the targets and then finally sink the ball in the fewest hits possible, perhaps even in a "hole-in-one".
I also took the opportunity to try out some new aesthetic ideas I had been stewing over. I currently live in Japan, about an hour outside of Tokyo where the rice fields meet suburbia. It's a location that I have been dying to explore artistically for quite some time now. So I did some color theory tests with patterns and different style of skies ... and decided that a combination of desaturated colors and brilliant origami paper textures could really create an interesting visual experience.
With these ideas I went on to make a concept level. Kurt has also been able to use this concept level to test out his game engine on a Wiz. I would do a revision, he would update his code and then we would discuss ideas on how to optimize the level in order to achieve the highest possible framerate.
In addition to exploring artistic styles and building the engine, this test level has also forced us to create a pipeline from Blender to Kurt's engine. It's sometime's a bit of a trial and error process.
I've made this thread to share the art process when making a game for the Wiz/Caanoo. It will function as my art devlog for this project. This is kind of a broad introduction, so I'll be very happy to field more specific questions about the game, design, art assets, pipeline and anything that I have to deal with on my end. Engine specific questions should head towards Kurt and his thread Since it's his engine and all.
I'll post again soon, describing some of the gameplay elements you can see here, such as how the reward system might work and whatevs.
+peter
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