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posts tagged with: art

Dev Log: Demon Animations

Dev Log: Demon Animations
Things are progressing! I've just been forgetting to document it on my blogosphere. I have some catching up to do!

Last week I finally tackled the animations for the demon sisters.

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Luckily I made a base template for all the sky sister animations, so this process ended up being a lot less painful than I thought it would be. All together it only took me a solid day of work to get together all the animations for the demons, and the demons actually have less frames than the angels so that made it all the more easier.

The task list continues to shrink!

Dev Log: The Art Grind

Dev Log: The Art Grind
It seems that the problem with working on any sort of project is that it is inevitable that the things I hate doing will end up at the end of the task list. As the project gets closer and closer to the end it will be nothing but tasks that I hate and progress seems to crawl to a halt... I guess sometimes the benefit though is that I can tune up other parts of the project as I procrastinate... anyway that's the topic of a different post, I think. For now check out some final art I have to do for Sky Sisters.

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The game gives you a difficulty option for fighting the demon sisters after you've defeated them once, so they have some art for that. More spoilery art after the jump!

Dev Log: Secret Power Ups

Dev Log: Secret Power Ups
I finally got back to my development stream after what feels like a super long hiatus. Today I worked on some effects for one the end of Super Sky Sisters.

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After defeating the demon sisters the players will receive the ultimate orb power up that basically transforms them into gods. The next step is work on the ending sequence that happens when you've activated this power up, and this will be the second of the two endings in the game.

Dev Log: Background Arts

Dev Log: Background Arts
Doggone it July has been a giant mess when I had the best intentions for it. It was going to be so productive, I thought, but little did I know what a giant lump of poop it would all become! Distractions and my brain filled to the brim with depression and anxiety have doomed July to the abyss. Well, I'm still scraping together some work. Here's some new background assets for Sky Sisters.

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I'm also setting up the background changes in my cool spread sheet which gets translated into code with the push of a button in Visual Studio.

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More background arts to come!

Travel Pillow Mock Up

Travel Pillow Mock Up
As I work on finishing up Sky Sisters I'm dreaming of what games I want to work on next. The first game that I've talked about here is my dice based RPG type game, but another one is a new platformer exploration kind of game.

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See the full version here.

After Sky Sisters is done I'm going to work on two projects at the same time if I can manage it. The main reason I want to do this is because I want to have some sort of platformer game spun up along side my weird dice RPG game. The dice RPG game is a cool idea, I think, but the design of it is largely a mystery. There's a lot of unanswered questions, and a lot of issues that need to be solved. I'm guessing this is going to be a little bit frustrating, so I want to also have a project that seems more straightforward. Usually when I'm making a platformer there's way less "mystery" in the design. Having something more grounded to work on when I'm not feeling the tougher design seems like a good idea, but only time will tell!

Dev Log: Shield Effects

Dev Log: Shield Effects
Chipping away at some of the new work I've created for myself with Super Sky Sisters. So far it's been going pretty well! I'm trying to get the new boss's look and feel to a certain level of quality before pushing into the actual fight too much. Here's some of the effects for their shield!

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And regaining the shield

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The basic idea is that you'll have to use both sisters to take down their shield and then you can go crazy on their orb. After dealing a set amount of damage their shield will turn back on and the fight will most likely be separated into different phases based on how many times their shield was brought down.