Thursday, November 27, 2008


Been a few days since i started waking up at 5 am to brush up on my anatomy, tutorials with books and Ron Lemen's anatomy articles inside Imagine FX. I think i found my approach method, drawing approach but i cant be 100% sure cause this always happens.
I went back to Marvel's way of drawing and gesturing, it somewhat worked well and i was able to like it to the Force way of flowing, yet it loses the bulk that the academical approach gives me. Might find a way to compensate soon.
So anyway, ill be adding some of the exercises this weekend, im using the a7 biggie paper so i cant really scan them.

As for the game project, enemie's attack patterns are designed, now im making some decisions on the player's abilities, attacks, comboes, speed, balancing. Ill also sketch up some ideas for the stages and upload the enemy attack patterns while trying to hide the notes :D
Anyhow lets go.

Saturday, November 22, 2008

Recent comic

So greyscale shading on colored flats doesnt work that well. city is quite empty, special FX with markers needs to be planned out, and scanning at 48bit color to evade the linework being greyed. Also, no more 6-7 panels pages, next one is 4-5, i want my lines. But so far doing this with markers was more enjoyable than the previous ones.

Apparently i made my opponent look emo, and well i just wanted to bring out the absent minded genius the character was, might have to play around with expression sheets more often.

Wednesday, November 19, 2008

Intro stage

Intro stage:

-Boss section:

Beaten boss:

Off to stage 1 !

Monday, November 17, 2008

The game : Main idea

This will be a beat em up game, as old school as it can get, my main focus is on FUN and adrenaline rush.

Now this on its own can cause a few problems:

[]How can it be challenging and fun at the same time.

-Reviewing some past beat em up games, Co-op play usually made more fun since people tag teamed with each other to gang up on a cheap boss, annoying enemies OR overpower foes with custom made tag team comboes.

-Adding destructible elements: Everyone loves to smash crates to find power ups, why not give the feeling or creating a real impact on the enemy organization by taking out their utilities and machines, of course, this will be additional most of the times and will give the player bonus points, might have to remember this as a REWARD.

-Interesting bosses: One major thing ive noticed with bosses in past beat em ups is that alot of them had no personality or introductions. Recently ive played No More Heroes, this game both broke the plain "Boss has same pattern all the times" and "just another enemy with alot of hp." type of stereotypes. My bosses need to turn the previous army of badguys floored before reaching the boss areas, a joke. Maybe focus a bit more on "technical" boss fights without being too cheap or making the game dislikable, maybe making it like a small puzzle type of fight. Getting the boss fights to have their own flow. Thats a challenge using an old engine, ill also have to "Cheat" individual boss musics since the engine only allows "single boss musics", ill have to use good old megaman trick to open a new area and give it its own music then script a mini dialog with the "boss" with high HP and its own patterns, now as for the -End stage- trigger, well its either an element ill have to add at the end stage or a trigger area.

-Useful items: Ergh, thats an odd thing in beat em ups, the only game ive seen to it well was Alien VS Predator Arcade where the guns actually made a difference instead of the good old 2x4 stick or pipe.
Now since i wanted this to be a single player beat em up at first i thought of character specific "Short term abilities" as power ups, like pitting fire balls or causing earthquakes, maybe simply turning them into temporaty Elemental strikes.

-Lively stages: Super Double Dragon had that Truck stage, Final Fight 3 had that bus stage, Final fight 2 had many countries and a cruise ship stage. They felt like an antity of their own and didnt feel repetitive since you had to go in and out of these stages.

-Mokuu as a character: He's the agile character with firepowers of steel. He's gotta be fast, hits are weak but can be chained and he does evolve as the game goes along, Specially those fire powers will have to give an extra glee of happyness when the player uses them on the enemies and enemy machines. Maybe some extra KOed animations for Burnt enemies, that'll be fun.

Alright i got the stage storyboards, ill be posting after.

Sunday, November 16, 2008

7 Random Fact

Alright gotta be fair, been tagged by Dan so ill have to post this and tag 7 other victims.

-If i sleep early, i usually wake up at 4am to draw till 6:30 am.

- Peanut butter and jelly seem to be my favorite breakfast.

- Im too competitive in fighting games, Street fighter, tekken, you name it, the only fighting game i cant stand is super smash brothers. Control issues.

-I actually own a wii, PS3, PSP and DS.

-I sharpen my pencils with an exacto .

-I use a brush pen quite often but i prefer the brush and india ink.

-I have a hidden stash of Copic markers ill user after i finish wasting my letraset on experiments.

Alright, now i gotta tag:

Brad Goodchild
Fransisco Herrera
Mariana Morena
Kendra Cook
Ryan Cole
Sandra Khoo

On the side note

Friday, November 14, 2008

The game

Back at adapt, a game designer told me to get my moves ready before working on the environment and pretty shit. I kinda see what he means, having the character's overall abilities planned out can also map out the gameplay in multiple aspect, traveling, difficulty, reward. etc

got a bit too many files to upload, ill see if i can do a merge at home.

Monday, November 10, 2008

Characters and bosses

Main profile sheets are somewhat done, i can always move on to the interface graphics or just jump into the main attack animations.