Thursday, October 31, 2013

Maze Textures

These are the textures for my maze. This one is the double wall with enlarged mold on the bottom left section and a large blood smear across both tiles. I could fiddle with the blood color's vibrance and make older looking blood.
 Standard blank wall with a little mold on bottom. I upped the contrast a bit to show the rockiness while under dim light.
 This is the floor tile, which I overlay with a close up shot of coagulating blood. It looks rocky, sandy, and blood soaked.
The door doesnt fit terribly well seeing as its frame is wood, but I couldnt find a simple door with a rough stone frame so I think it will do.

Tuesday, October 29, 2013

Maze Hallway

For Grimgrin's crypt of doom, I put a blood overlay on the walls, and one over the floor to make it seem blood-soaked. Now that I look at it, I suppose I did too much burning for dark areas, as the lower parts are the untouched blueish color of the original walls.

Thursday, October 24, 2013

Maze Research Phase

 Grimgrin, Corpse-born, a zombie juggernaut, hides in his underground lair waiting for victims to get lost in the labyrinth. He east their brains and uses their body parts to get stronger. So, for a crypt, I decided on stone walls and ceilings with a dirt floor.
My hard maze, on the bottom, is going to have a crypt like feel with lots of multiple choice corridors, and at the end will be Grimgrin's throne room, where the only exit to the maze lies hiding behind it.

Tuesday, October 22, 2013

Advanced Pixel Art

 I did not do the top piece or the outline coloring, and I couldn't figure how to show the left side since its pure white marble being illuminated heavily. I think the right side says enough. The spots where the outline is filled in should not be there, when I saved as a jpeg it did that for some reason.
 

Heres the included outline picture. Again the jpeg format messed up the lines.

Thursday, October 17, 2013

Game Building Pixel Art Research Phase


 So i decided to something simpler, like a Buddhist stupa.
Either one will do nicely to hone my pixel art skills.

Wednesday, October 16, 2013

Proto Tree Pixel Art Colored

 So I began to color the trunk, using the beige as the base color, but no pixel was colored the same as the one next to it. I managed to capture some of the complexity of the left streak down the trunk. The hole looks nothing like the actual picture, I tested out the beveling color technique instead.
Looks awful, I know. And so I decide to abandon this tree to the depths of hell.
Yup, I nearly got the splotchy coloring on the left, but I seriously did not have the time.

Monday, October 14, 2013

Pixel Line Art Research Phase

 The original image is a blue quandong tree from some rainforest. I thought the roots would be fun to do. It's base colors are a brownish green for the bark and a vibrant green for the moss. I also added the beige trunk and grey/black shadows in and around the tree.
The line art was challenging to do and hardly looks like a tree, so I added where the creases are with less refined lines. With color it will look more like a gnarly root system.

Tuesday, October 8, 2013

Proto Logo


My final logo for Proto. I could not use the font I wanted, Chalkduster, because it had far too many holes, so transforming the "T" was frustrating and looked bad. I thought this new font looked appropriate because the top of the "T" looked like a timeline. I stretched the "T" and rearranged the others letter to fit under it. I cleaned up the evolving man image quite a bit, then turned it into a silhouette. Then I applied a pattern overlay and lightened both images to look a bit chalky.
This is the logo applied to the title screen. It's a little large, but looks decent in the background light.

Thursday, October 3, 2013

Proto game logo research phase


I decided to look up jungle logos, and tried to select darker ones without the typical foliage and bamboo letters. I wanted to have creature incorporated into the logo, and some cat's eyes.
The font should be natural but also atypical, like a caveman chalked it up on his wall, so I think chalkduster is my font of choice.
I played around with the monkeys hanging on the font or within it, then some eyes in the "o"s and above it. Theres also the letters turning into teeth, but I dont think these accurately represents the game. I made the "T" a tree then a platform for the evolving man, which I think is the best.
I want the entire graphic to look like chalk on a cave wall, with the "PROTO" as black chalk and the evolving man as grey chalk. Perhaps I'll add a tiger somewhere with red chalk.

Tuesday, October 1, 2013

Title Screen Final

Finished product. Tried to animate monkey, background light, and a bird but wasn't successful, so I added another panther coming in.