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.