kraed's Recent Forum Activity

  • This is actually very impressive, i'm digging this. Be sure to keep at it.

  • GREETINGS, SCIRRA! A bit of time since I've posted here, took some time to grow my dev and art skills as well as working with preparatory year of music college but now i have finally gotten a nice concept which i understand fits my scope for first game project which my brother will be helping me out with. Here goes the dev log for it!

    Currently: Working rod casting physics, conceptualizing, and heading towards official look & feel.

    The Game (no official name yet)

    A meditative and relaxing experience based on catch and release shore fishing. The player finds him/herself in their own little chunk of island in which to cast their rods and simply fish. The principal goal of the game lays on completing your fish journal/log. As you progress better rods & gear will be available which will enhance the experience.

    Meditative and Relaxing

    We intent to create a pleasant game experience in which to unwind (pun intended) and immerse themselves in. A chill and zenlike game with relaxing visuals and audio. Game elements will also present philosophical and metaphoric aspects.

    Stylization and Minimalism

    Another core element of the development will be the implementation of minimalism in design to maintain fluent and uninterrupted playing from the start. The artstyle will feature stylized low poly 3D models rendered to sprites, this permits a lot of fluidity for creating assets and building the main features.

     

    Planned Features

    Shore Fishing, cast your rod and wait for the bites, set the hook and reel them in.

    Personal Island, procedurally generated small chunk of terrain in which to light a fire, rest, and relax.

    Day/Night Cycle, different hours of the day, different types of fish. Watch as the days go by and the stars change, spot the high and low tides and take advantage of specific hours for better fishing.

    Weather, conditions will affect the difficulty or ease of your catch.

    Journal/Log, fill up your fishing log as you keep track of what you've reeled in.

    The Catcher's Guild, the all seeing eye of the Catcher's Guild have settled on you. They will reward you for your catches and hard work.

    Message in a Bottle, collect meditative phrases, quotes, legendary fables, and sea stories that could float by your island.

    Musical instruments, strum, blow, and play sweet notes by the fire as you enjoy your musical side.

    The Islands

    Islands will take up most of the screen and will be unique to each game, procedurally generated from different terrain, trees, rocks, campfires and wood piers. We are currently deciding on a general look for the type of stylization we want for the 3D models. Some screenshots of the progress below.

    Current in-game look, featuring the start of the tackle physics.

    Mockups

    One of the rod assets

    Super stylized Lute

    Early Island Speedmodel

    ------

    We are trying to implement just the right amount of features and to keep it under a nice, chill and relaxing minimal style. As a hobbyist developer, with less than two years of experience and 0 games under his belt, I count with limitations towards piecing things up. I have a few things from the bulk of the work which are in my "Worry List", aspects needed but currently puzzle me in terms of making them in C2 so all advice, feedback, and suggestion is highly appreciated.

    The Worry List

    -Fishing Line, somehow producing the visual feedback from the rod, the bobber, and the hook/lure and for it to be able to extend and be brought back to the reel.

    -Character Animations, the game's graphic are currently been modeled in 3D (Blender), exported to sprites as different renders, layered and edited to get the current look. The idea of getting a slick character to move and interact with a fishing rod is kinda getting to my head from time to time.

    -Water, for now i'm using C2's water effect on a simple square and stretched through the scene. It has a nice and lovely effect but not sure how to make something more effective which can interact with the bobber fluently.

    That's the progress so far,guys!

  • Hey, Scirra, hope you are all doing good. Been a while since i opened CC/C2 and have been spending a lot of time drawing with a nice lil tablet i bought. Here's a quite strange and pointless timewaster...a bit on the experimental side but who knows what could come out of it!

    <img src="http://s22.postimg.org/p63zimzxd/brazo.png" border="0" />

    dl.dropboxusercontent.com/u/102181736/Brazo/index.html

    WASD and arrows, give me your thoughts, scirra!

    Everything was made in under half an hour, hope you guys get a good laugh or two with Brazo!

    song:

    Jeep's Blues- Duke Ellington and Johnny Hodges (1948, rock on for public domain)

  • Allanp Very nice artwork!!

    alextro Love the color choice!

    Got the most delicious idea for a game and threw a very quick sketch on flash!

    <img src="http://s11.postimg.org/val98r577/retrogame.png" border="0" />

    and it would go with music just like this one:

    soundcloud.com/chillback-resistance/chillback-swing

  • <img src="http://www.ultraimg.com/images/orj3a.gif" border="0" />

    Weather and day/night in action!

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  • <img src="http://www.ultraimg.com/images/orj3a.gif" border="0" />

    Weather and day/night in action!

  • <img src="http://s23.postimg.org/cwf6dvzor/comparition.png" border="0" />

    Implementing a day/night cycle and weather system to the prototype. The acid rain will harm the player if it's present, the fog will harm the player late at night when it picks up.

  • <img src="http://s21.postimg.org/616lxgxtz/screenie3.png" border="0" />

    Remaking the prototype level of the game concept that brought me to game dev! The intended art WILL NOT resemble Limbo nor badland nor any type of silhoutte graphics, prototype purpose! only xD

    Link to the original thread:

    scirra.com/forum/project-vestiged-dev_topic69935.html

  • <img src="http://s21.postimg.org/616lxgxtz/screenie3.png" border="0" />

    Remaking the prototype into a true playable thing!!! The actual graphics won't be silhouette, though!

    <img src="http://s14.postimg.org/4p3svvi67/sample1.png" border="0" />

    prototype level design!

  • Far out, great progress, i wish to see this game fully developed.

    I sent you a PM about a music composer!

  • <img src="http://s8.postimg.org/olnoamvb9/essencesphere.jpg" border="0" />

    Current WIP, bit of an arcade/physics hit the ball kind of game.

    Link to the main thread

    scirra.com/forum/topic72084_post437734.html

  • <img src="http://s8.postimg.org/olnoamvb9/essencesphere.jpg" border="0" />

    Currently putting up together a nice lil arcace/physics game which i hope to end up porting to mobile.

    Hit the ball and rack up as many points, extra points if you hit it while in the air and even more points if you hit it after a wall jump. Arrows to move and jump, spacebar pressed to hit with the upper rectangle, spacebar released to hit with the lower triangle. You loose points if the ball hits the floor or the random appearing boxes. Jump on top of the boxes once they fall for bonus points.

    Link to the prototype

    dl.dropboxusercontent.com/u/102181736/game/index.html

    There are a few bugs and collision issues in need of fixing, any suggestions or ideas (what to fix, how to fix, etc) be sure to let me know!

    Features i hope to add:

    COMOBS, MANY MANY COMBOS

    Hit/Avoid objects for extra points

    Objectives

    Power Ups

    Graphics- lil characters as players

    Lights, visual and sound effects in the style of Lumines

kraed's avatar

kraed

Member since 21 Feb, 2013

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