General Dilemma

3 08 2012

Artist here.

A long time ago, some of you may recall I posted a few images of Nymphari Generals. There are 10 Generals, all of whom fall neatly into a lovely segment of the rainbow. The blue guy is – pretty much – a mad scientist.

Shown below are two different designs for the blue guy. The initial design (on the right) portrays him as a grinning nutter (who is probably the pink general’s brother). The new design (on the left) has re-imagined the blue guy as a crazy little blue girl. She’s just as nuts and grinning, but a tiny bit cuter.

The team is still unsure of which design to go with. Any thoughts?

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The Land of Phor

6 07 2012

Background information time! Phor is set on the planet of Phor, which features one main landform (also called – guess what – Phor).

The top section, Sylvera, is home to the Nymphari and is their main territory base. It’s a large, icy, mountainous area separated from the rest of the world by a large chasm.

The Kelcar used to live in Harmist and its surrounding areas, but were forced to flee to the wastelands of Kalreft when the Nymphari attacked.

This map is practically finished – we just need to check that none of the names mean any excessively rude things in different languages. More updates soon!





Introducing Some Nymphari Generals

21 06 2012

Artist here with an update on the game’s story and some character designs.

In the world of Phor, the Kelcar live in the shadow of the Nymphari. The Nymphari are led by Emperor Ekhanra – a powerful sorcerer who wants nothing more than world domination. Ekhanra has trusted his armies to ten of his most competent generals, and it is up to you to defeat them.

Shown below are some of the initial concepts for five of the generals. Each general has a different fighting style, different abilities and, most importantly, different personalities.

Clockwise from top left: Kar-Mun, Ling, Gruhnt, Celstice, Gnyang

The pink guy, for example, feels unfulfilled with his career choice. The yellow girl just wants to explode everything with fire and lightning. Whilst the little orange guy will kill you if you think he’s cute.

More updates on the way soon… Maybe something along the lines of a super awesome animated walk sequence.





Glorious Musical Concepts

14 06 2012

For the game, we are very lucky to have someone as talented as the one and only Mr Nick Streeter involved in the music production. He is going to be in charge of everything aural, providing tunes and – with any luck – all manner of sound effects. He was kind enough to provide us with two test tracks to show how he can work with the game style.

We are very much looking forward to what else Nick will be able to produce, and we intend to keep you up-to-date with his excellent productions.





Nymphari Concept Work

12 06 2012

With the game programming going very well, there’s been time to focus on the actual bad guys of Phor. The bad guys are Nymphari, a once Elven-like people who have become corrupted due to their God/magic/something else we haven’t decided on yet. The image below shows a basic idea of a corrupt Nymphari (left) and an original one (right).

The Corrupt is wearing war paint, whilst the Original wears armour of sorts. Nymphari are mainly magic-users, so they will mainly wear light armour and robes.

The shot below shows a basic idea for a Nymphari head (when they’ve been corrupted/all beast-like). They have crystal-like horns/antlers and wear different coloured war paint that signifies their class (or something else). The crystals may change depending on different Nymphari.

Different Nymphari will wear different styles of war paint. The style of their eyes is also still under thought.

And finally, here’s a test for their size in comparison to the player character. The Nymphari in-game are probably going to have clothes of sorts, depending on their class/attack style. The image is zoomed in to show the detail better.

In Original form, the Nymphari would easily tower over a Kelcar. In Corrupt form, they are hunched and significantly shorter.

In terms of programming, collision detection is being worked on. Videos, music and other updates will be posted soon.





Art Development

6 06 2012

With some sort of art style solidified, we needed to start thinking about the necessary components for the game. For one, there needs to be a bunch of NPCs. Most NPCs will be able to be spoken to, and we decided to use talking head shots to show when a character is saying something. NPCs will have head shots, but the player character probably won’t (due to the fact that he/she can be customised and at the minute it seems very daunting).

This guy here is going to be quite an important NPC. He’s been through a lot and doesn’t particularly like anyone anymore. Currently, he doesn’t have a name, but we’re open to suggestions! (Note: we’re not going to call him ‘Dickface’ or ‘Tit-Gypsy’, so don’t try.)

So with sprites and such slightly sorted, we thought it would be a good time to have a go at actual scenes, aka flooring, backgrounds and trees, and maybe move on to more complex stuff.

A simple scene and a slightly less simple scene can be seen below. You need to click on the last one because GIFs look really crap when made small by silly websites.

This should be a lot smaller, but we zoomed it in so you can see the nice details more. It features a squirrel. You’ll be able to kill it.

This screen features a player’s inventory (with two potions), the health and mana bars, dialogue and some cats. Seriously, you need to click on this to zoom in because the guy’s face is so mangled.

Of course, this is all nice and all, but we’ll be making it better. There’s going to be better trees, detailed backgrounds and lots more cats. The cats are crucial to the game. No, seriously.





Alpha Concept

3 06 2012

The earliest concept for the game was very simple: you are a thing and you hit things with other things. You travel through dungeons, attack monsters, use magic and save the world.

Shown below is the very first piece of concept work, as crappy as it may be. The player is the green rectangle, the blue rectangle indicates his weapon movement, the orange squares show a monster and its movement path, the small orange circles are the bones of the room and the big orange circles are background lights.

Very first design work

A lot of action in the game takes place in a series of dungeons. Monsters of increasing ferocity can be found in dungeons, as well as small bosses and secret areas. Some dungeons will be randomised, whilst others are set due to the fact they need to be awesome.

This is our starting point. From here on, we have to make it look good, work perfectly and sound cool.