I’d like to talk about the switch between “programming mode” and “art mode”. Even though I was on my way to being an artist way before I ever did any programming( this is way back when I was a child ), over the course of the past, say, 6 years? I’ve been primarily focused on programming and my art skills have gone down significantly. Or rather, improved at a very very minimal rate. I don’t have the time to practice as much as I once did and I don’t have the same interest in it as I once did.
So when it comes time to focus more on the art side of things for a project it takes a little while for my mind to effectively switch from programming to art mode. When I need to do a tiny little bit of art for a project in-between programming, I dread it. Because I know my mind is not in that mode and everything will come out looking pretty awful. I’ve found out that it takes about 5 days, give or take, for my mind to start to sync into art mode. Before that my visual memory doesn’t seem to work very well, so it’s hard to come up with designs, or remember what something looks like. My hands are not used to throwing lines efficiently when drawing anymore. My color sense is not working well. So for me it takes a little bit of art-only work daily in order to be able to start putting out things that I’m at least more comfortable with how they came out.
Kind of interesting, and inconvenient at the same time I wonder how other one-man-shop devs handle this? I’ve seen some lone devs seem unaffected by this ( or so that’s my impression ) since they come out with some amazing looking art while their next post in code-heavy… Bastards!
Finally, here’s what I’m currently working on – sketches for props that will be used to decorate the levels :
Here’s a bezier shape tool I’ve been working on the past 2 days in order to facilitate level design for Fragger 2.
Originally all shapes were created in Flash Professional, then exported via a JSFL script, and then imported into Unity with another tool and component. But I required a bit more versatility. So, even though I was reluctant to make this tool for now I ended up biting the bullet and making it at least in simple form for the time being. The tool still allows you to import complex shapes created in Flash as well.
I’ve finally managed to gather some strength and am back at work!
Things are still very hard indeed, but I want to push through and get this game out as soon as I can for any fan of the original Fragger out there that want to enjoy some new content.
I haven’t added any new media in a while, so here’s a few work in progress screenshot of the current build :
( Click for hi-res )
I hope to keep this momentum going and bring you the game as soon as possible. If you’d like to play this game, don’t hesitate to leave comments, they certainly are motivational!
Hey everyone. Things are still going strong. The last 2 weeks have been busy : I had been working on my build system… Unfortunately, something I thought would potentially only take a few days got elongated to a full 2 weeks of non-stop work. Now back onto actual development. I’ll make an effort to post a few goodies in the coming weeks.
From time to time I will try and stream some work. You can tune in here :
I’ll make an effort to post media and development goodies as much as I can without spoiling too much the fun. I tend to keep busy working and forget about posting updates… But I’ll work on that.
Let’s start with a little pencil test sprite animation for our main character tossing a few grenades at a Grunt
Here I’m using my rough animation of the grenadier in order to test the timing with the grenade throw input itself, to make sure it feels right before continuing with the clean animation. At this point I’m pretty satisfied, and would just add some follow through frames before moving into the clean stage.