Saturday 24 December 2011

Horror Project- Fear

I recently played a Japanese horror game for the PlayStation Portable called 'Corpse Party'. It was very unique as it was styled like a 2D RPG, but it had no RPG elements other than a HP gauge, and was more akin to a digital graphic novel within a game environment. One of the more unique elements was that it had a really disturbing atmosphere as it seemed to be unflinching in its description of really disturbing violent scenes. Corpses litter the game world and part of the gameplay is examining them and chronicling the gruesome method in which they were killed.

Usually, survival horror titles have reservations when it comes to violence as they are high-spec in their graphics and have to tone down elements in order to avoid censorship or restrictive ratings. This doesn't hold true for this game, as the 2D graphics aren't particularly gratuitous; it relies completely on text descriptions of events which are much more visceral for someone like me who likes reading. The game is sometimes assisted with anime-style static images which depict some of the scenes.

What was most fascinating was that the game had its origins in RPG Maker! It then went through several incarnations before being remastered and translated for English-speaking audiences on PSP. This gave me the inspiration to do a similar project, as I wish to use the unreleased RPG Maker VX Ace for Fragments, and have no other project in the meantime.

I've procured a survey to research what people would want to see if I did a similar game.

I've started the game (titled 'Fear' at the moment), designing it with no RPG elements, instead having a more puzzle/exploration driven game with an in-depth plotline (and scares of course!).

The title screen for 'Corpse Party', developed by Team GrisGris and translated for PSP by Xseed Games.
The game's visceral scenes are usually augmented by 2D artwork showing the gruesome happenings.
Being Japanese in origin, the game features frequently disturbing content, such as murderous children.
Shocks mainly come from the reactions of the playable characters, and the description of what is happening, rather than what is actually shown. This is mainly because of technology constraints, but it has a great effect as the player can imagine it looking worse than any graphics can show, such as this scene above, in which the girls discover a body completely mashed against the wall, with entrails and blood all over the floor.
This is the beginning of my project, Fear, which I want to set in a stereotypical 'haunted' mansion in homage to Alone in the Dark (the world's first survival horror).





Tuesday 20 December 2011

Fragments- Updates

Fragments is coming along nicely. I've just updated the system with a new world map so there's now two maps to explore, as well as their futuristic counterparts. I'm also excited about the release of RPG Maker VX Ace, which I will surely get if an English release happens. I downloaded the RTP of the program and updated my enemy graphics etc. Because of the incompatibility of VX's projects with the Ace version, development will be on a hiatus for now.

The biggest change however, is the battle system which I have updated using Tankentai's Sideview Battle System, which is a very popular Ruby Script for the VX version. I intend to edit the script and not rely on defaults as it seems there is lots of room for variation in the code. Anyhow, here are a few more screenshots of development.

A revamped title screen using my concept work.
A shot of the new battle system, using Tankentai's script. I've already made slight tweaks to it, including a new cursor graphic.
Graphically, the characters now wield weapons when attacking, as well as using them to cast spells or use skills.
A new world map. This (counting the future versions of the maps) makes four world maps to explore.

The Message- Huge Update

Today was a very productive day on my 'Message' brief, as I managed to create Koya's textures as well as his surroundings. I also got rid of the default lightings, set up my own lighting system as well as creating cameras ready for the animation stage.
 

Koya's skin was able to take the texture very well, but to add a little more of an extraterrestrial feel, I changed his skin type to 'Phong' in order to give him a shiny, slimy look.
I then created five NURBS planes to surround Koya as the background.

These two PNGs are from my earlier concept work. As the brief's outcome focused on the character, the background wasn't my prime concern, hence why I'm using 2D planes for the backdrop.




 It was then a simple case of texturing the planes with the images.

I then used the 'Sculpt Geometry Tool' to sculpt the floor plane into a desert-looking environment.
I then applied a 'Granite' texture to the plane, modifying it slightly to match the colours of the sand in my concept work.
I then added PaintEffects to Koya to give him a smiling expression, but I wasn't happy with the results, so I will seek a better alternative soon.
After adding some plants to the floor with Visor brushes, I rendered a frame using Maya.
I then wanted to get rid of the default lights in order to get the 'Mars planet' look. I added some dusty ambient light just to illuminate slightly, then I added a point light with a strong orange hue. The light seemed adequate and atmospheric.
Another frame render gave me what I was after: the light was falling okay and even better, it gave the sand a fiery but dull red colour, just like the planet Mars.
I switched back to default lighting briefly to set up cameras. I constructed two to sit in two different corners and one with Aim, to stay focused on Koya.
 Today was very productive! And after I construct Koya's face with paint, I should be ready to animate.





Tuesday 13 December 2011

Mudbox!

Just got my copy of Autodesk Mudbox, so I'm hopefully going to use it in order to augment my model of Koya for 'The Message' brief.


The Message- Koya Walking

I've just started to animate my character and he's starting to look really supple! It's what I was aiming for, but his gestures need to be a lot more bold and less 'scurrying'.


The Message- Perspective Walk Cycle 2


Friday 9 December 2011

The Message- Perspective Walk Cycle

We learned recently how to draw perspective walks in life drawing. I incorporated this when practicing for my final walk cycle for my Koya character. Below is the videos with perspective lines intact.



Tuesday 29 November 2011

Sunday 27 November 2011

Design for Society- Medusa

The name of the game I'm creating for my Design for Society is called 'Medusa'. It is the term for a baby jellyfish, just after the polyp stage but it also is reminiscent of the Gorgon from Greek mythology, so it has a factual meaning whilst also having an air of menace about it. RPG Maker VX is the software I am using, which uses RubyScript to code games. For the purposes of this brief, I am using the default sprites for the backgrounds and characters. I will be using my own artwork for the scrolling backgrounds, character portraits and the jellyfish enemies. I am also aiming to use my own music, using GarageBand. Here are some screenshots of the game in development:

The title screen.

The character's have jobs that relate to the removal of jellyfish from the seas, either directly or indirectly.

The game will have educational elements included, in which the player will learn facts about jellyfish.

The game's futuristic setting under the sea, allows for coining new terms and creating great backgrounds.

In the demo version, players may fight jellyfish in the Data Terminal, an underwater virtual reality room.

Design for Society- Jellyfish Research

My "Design for Society" brief requirements will be satisfied by using RPG Maker to design and construct a demo version of a game that will concern the social problem of jellyfish. The game is well underway and it has required a great amount of research. I have taken information from several sources (including Wikipedia, Hutchinson's Encyclopedia and reports from various newspapers) and compiled it into note form for my reference. I will post this soon in one of my pages labelled "Jellyfish Research".

Maya Character Rigging

Just managed to rig my character in Maya. I think I have done it right, I'm just having a few minor problems with the model as a skin. I also used IK handles to test the joints out.

Testing the joints with an IK handle.

A relatively simple rig as Koya is a relatively simple animal!

Friday 25 November 2011

Fragments- Beginnings

I have recently been using RPG Maker VX to help with my Design for Society Brief, as I'm creating an RPG based on a jellyfish takeover in the future, during global warming. However, it inspired me to start creating a game concept I'd thought of in college. At this stage, the game has only just started in development and I'm currently drafting a proper GDD to go along with this new project!

Here are a few screenshots of the development happening. The world map has been created and coding for the characters, equipment, some enemies and some of the locations are complete. Of course, I'm aiming to use my own graphics eventually and the screenshots are using default sprites and portraits for the moment.

The characters have been coded into the game with a respective class.

A sneak peek at the world map screen.
A screenshot of a boss battle.

Life Drawing Again

After the perspective walk, we just did a static pose.


Perspective Walks

In practice for the walk cycle, we did a perspective walk in life drawing. It helps to gauge what a walker looks like as they walk at an angle.



More Monsters!

I've done more monster drawings! The whole reasoning behind these is inspired by digital artist Masahiro Ito, who is famous for working on the original Silent Hill games as the monster designer. The thing I really admire is the way human elements are incorporated into horrific monsters, and it it this aspect that makes them scarier in a way. Sometimes, you can look at the monsters and realize that look like they're in pain because they are deformed human figures. The other fascinating thing about Ito's work is the symbolism, which can drive analytical people (like myself) crazy with the endless layers of meaning in a single monster's appearance.

Humanoid monsters

Thursday 24 November 2011

Flash Practice

Started tutorials on Flash today. I know a little about it already, but basics are important I guess!



Tuesday 15 November 2011

Design for Society- Jellyfish Survey

Here are the results of a survey I did concerning jellyfish. From these results, I can deduce that not many people have been stung by jellyfish and that they have not considered them a threat in the future or otherwise. My game can therefore be successful as I can defy people expectations and hopefully help them to learn and become much more aware of jellyfish.



Monday 14 November 2011

The Message- Concept Art

Here is basic concept art of what the alien world where Koya lives will roughly look like. I was going for a kind of Mars-inspired desert look, except with a strong orange sunset background. The planet would also have greyish mists, giving it contrasting strong and drab colouring.


Design for Society- Concept Art

Here is a piece of concept art for my idea in the 'Design for Society' brief. It is a game in which global warming has happened and the world's continents have been overrun by the oceans. Jellyfish have taken over pretty much the entire oceans and are now a threat to the remaining human race who survived by taking refuge in large underwater cities. I want to bring to light the recent news about jellyfish overpopulating because of the sea's temperature (due largely to global warming) and our overfishing of the ocean. Jellyfish are already starting to become dangerous due to their stings and the fact that they can destroy factory outlets by clogging up waste pipes. Also I found a jellyfish's anatomy interesting, as they have no brain, no digestive system, no respiratory system and are technically neither invertebrates or vertebrates. They are simply watery bags with a small nerve cluster and stinging tentacles. Presenting them as an antagonist in a game will be quite interesting as they are similar to terrestrial 'aliens'.

A future scientist gazes on as a giant jellyfish passes the city.

Wednesday 9 November 2011

Model of Koya

Screenshots of my model in Maya of Koya. The body was simply a sphere that I edited with Scale and Selecting by Component and editing carefully into the body shape. The legs were made with the CV Curve tool and a NURBS circle and Extruding them. I then used Selection by Component to shape it into an arm. I then converted the whole shapes to polygons and combine the meshes.