Moving along with our “Fear” videogame #GJContest8Posted: August 17, 2012
As I mentioned earlier, a friend and I are working on a game for a gamedev competition.
I’ve been working all day on monsters, animations, and other important things (like the above superdope floral wallpaper that I’m so proud of). I’m excited because this will be the first videogame I will have actually finished – I’ve started a bunch and even have complete sprite sheets for some, but they’ve unfortunately never come to fruition. The above screenshot is especially cool because it looks so different from what each of these sprite elements look like on their own. Looking at a game in its entirety is so cool – the visual/auditory coordination seems impossible to pull off when you’re first starting to work.
Of course everything seems so doable when you’re conceptualizing and coming up with all of these great ideas. And said great ideas are totally doable if they’re worth pursuing, but once I draw a sprite with no shading in the midst of no background and without animation/audio context, everything looks dull and doodley (which is cool if that’s what you’re going for, but we’re going for “fear!”). I’m glad this week-long deadline is forcing me to work really hard and long at some of these things, because putting them all together in a tiny little sprite assembly like the one above is so worth it. When I’m animating the boy, I can get a great sense of who he is via how he moves, how he holds his flashlight, what he’s wearing (those lil floppy socks), etc. But when I see a screenshot like the one above, I get the big-picture interactive sensory overload that games are all about. And look at that; all of a sudden, we’re telling a story!
Here’re some little update screenshots I took periodically before completing what was necessary for the above picture. You see what I mean when I say that you’re just getting a one-sided story without much wholesome immersion.
…back to work! I might update one more time before we finish on Sunday evening!