Friday, June 3, 2016

Replaced background

The main oxygen gardens of the section that Carter works at Marsi-3 was one of the parts where I was always trying to skip while testing puzzles. I never liked the background from the beginning of the project's development. I had to make a workaround by tinting the room mimicking that the camera is now positioned outside a window in the ship. It was a little convincing at the time.

But no. Something inside me refused the whole background. I was postponing the change because the room has a lot of functions, regions, doors, and a GUI for botany related tasks that allow you to grow different plants...  



The room alone is about 2KLOC but there are extra global functions that adds 500LOC to the sum. A lot had to be changed, coordinates, positions, walkable areas, regions... So I spent the last 3 days working on that. I really hope the new background is considered an improvement.



Friday, May 13, 2016

GUI Improvement

I changed all the GUIs in the game. Monitors, touch screens and whats not are using smaller fonts and different buttons.









Friday, May 6, 2016

Two Ships One Asteroid

#screenshotsaturday
Different cut scenes depending on which ship you snatch

Wednesday, March 30, 2016

Cat AI

I have been working with the cat's AI for quite some time. Simon has different reactions at different times. Sometimes he's lazy, hyper, playful, meh..

While testing a part where Carter is hopelessly trying to figure out a way to escape Marsi's brig, Simon shows up. This is how he reacted when called for help..

Sunday, March 27, 2016

Do you believe in chance?

Months ago when I reluctantly decided to change the project name from Epoch to Tardigrades, I had to edit all my media pages along with a few screenshots that had the Epoch logo watermark. I didn't do anything to the game's note book I keep with me though. The first page had Epoch drawn on top as a cover page thing.. I just found out there was a spare page behind it! It seems it was stuck to the first page when I turned it over to start writing notes for the game's puzzles.

Was that by chance? Or maybe my future self moved some gravity strings from behind my book case and stuck the pages together knowing that I will eventually change the title?

Tuesday, March 15, 2016

Game Developers And Game Directors

The term game developer (gamedev) has been overused, misused and mistreated by many. The same applies for a pixel artist. I am going to focus on the first term here. What is a game developer? When does one have the right to be called a game developer? Who gets to call someone a game developer?

Recently, people who install and run any game engine give themselves the honor of being called game developers. I have even seen some rookie testers calling themselves game developers. I am calling them rookies because they only play a beta version and complement it without any knowledge of the software testing protocols. There are other professional game testers out there adding so much value to the gamedev industry.

RQ1. (Validity): Does installing and running an engine make you a gamedev?
RQ2. (Originality): Does playing around an engine and creating short/test games make you a gamedev?
RQ3. (Identity): Does every task related to game development considered gamedev?
RQ4. (Stupidity): Is every artist a gamedev?



If you are able to create a game using an engine specialized for its genre then you gotta work harder to earn the title gamedev. For instance, I am currently using Adventure Game Studio (AGS) to create my point and click adventure games. I refused being called a gamedev for only doing so, even though I created my graphics and story from scratch. I have to put several mini-games and “non-adventure gaming material” in between. Simply, using an engine for a different genre which requires tons of original code. I even reached a point where I had to edit the engine itself (AGS is open source) to test some of my custom functions.

Nowadays, game engines attract hobbyists with the most appealing line: few or no coding knowledge required. This kills the game development experience instantly. IMO this only creates a game director rather than a developer. I am now asking all of you hobbyists to edit your profile and change your gamedevs to game directors! This industry is suffering enough. You are being an extra burden.



Oh speaking of suffering and burdens, if you’re into gamedev for the money, I got bad news for you. You can work for years on a game -a super game in your case, by the time you finally manage to release it, it would be as old as the mobile device you were using during the time you decided to purchase the engine you are using. Who is going to buy your old looking game (assuming during the development time no one else created a better version..)? A few ‘game director’ friends and/or a couple of people into classics and near-dead genres?
So basically, you have to know the gaming core mechanics and be able to manipulate them yourself. Meaning, if the engine you are using lacks a feature but you managed to include it with your own work (probably code) then you are on the right path of being a gamedev. If you use a combination of available features to mimic something your engines lacks, then you are on the path of a game director.

Wednesday, January 13, 2016

Tint Change

Here's another background that puzzled me on how to improve. The need to improve means that I didn't like it much... Usually I like to play a little with the coloring and lighting before I decide to delete and re-draw a new background. This one got away with a blue tint. The character is standing inside a tunnel with glass walls/ceiling leading to an airlock. I will add stars reflection to the glass later.



Wednesday, December 30, 2015

Space Police Quest

I wanted to design a locker room for the guards of Marsi-3. So I remembered one of my first adventure games that I've re-played recently: Police Quest I. It had this locker room in all its ega glory. I thought to myself that Marsi's guards are as good as Lytton's police officers and deserve a luxurious locker room too.


Friday, November 13, 2015

Cursors changing

The icon bar and cursors for walking, interacting and talking change depending on the current view of the character.


Friday, November 6, 2015

Carter the Cosmonaut

When Carter decided to steal one of the spies' orange spacesuits, he really made me re-draw all his sprites (walking, talking, interacting, picking up, jumping...) took too much time but was worth every pixel. Of course the player has a choice whether to wear the orange or the white spacesuit.