Thursday, March 15, 2012

Rabbit figurine drawings


Top-left picture was a blind contour, bottom-right picture was a long drawing. (40 minutes or so.)

Monday, March 12, 2012

Proportion study


Forgive the typo.

Friday, February 24, 2012

Infinite Raceworks


One problem I'd realized with Infinite Mechworks is that getting a mech to walk is actually pretty damn hard. And while being able to design your own mech is very cool, (some might even say awesome) it's not for the light-hearted. That said, being able to design your own machine is a very neat concept. And so, I thought the idea might be better suited to a racing game.

Specifically, a sci-fi racing game. Think of it as a mix of F-Zero, Wipeout, and Banjo-Kazooie: Nuts & Bolts. In order to keep the construction from being too daunting, you have a small number of adjustable parts to construct a chassis. The rest of the vehicle's parts are logical; an engine, cockpit, thrusters, and a hull. Once assembled, the game draws power lines in the most efficient way it can think of. These lines can then be modified by the player if they so desire.

Once the vehicle has been constructed, the player assigns commands to buttons on their controller. (Or keys, if they're using a keyboard and mouse.) For example, moving the left stick left or would turn wind flaps on a hover vehicle, the right trigger would activate the force pads at a certain power and turn on the thrusters. A weight inside the vehicle allows it to bank, and is controlled by the bumpers. All of these commands are chosen by the player.

There are three kinds of vehicles, classed by their mode of transportation. Traditional vehicles race on wheels, modern vehicles use force pads to hover and jets for thrust, and hybrids hover but can strategically deploy wheels for traction. Like Infinite Mechworks, a simulator is available. One of the most important features of the simulator is a wind tunnel; aerodynamics can be extremely important, especially if you're using a hover vehicle.

Now for the game modes. You can participate in single races and tournaments as in any racing game, but various limited modes are available as well. In stock races, you are given the same vehicle as everybody else, and have to rely on pure skill. Fix-up races give you a stock vehicle, and some cash to spend upgrading it. Drag races give you a budget that you have to spend on making the fastest, most efficient machine possible. Darwinist races take place across several tracks, and racers have to exchange a certain number of parts between tracks. Survival races last until only one vehicle is left functional- vehicles are often modified with spike pistons and other weapons for this mode.

Thursday, February 9, 2012

Figure drawing

It's a bit dark, but still visible. Done with pencil and kneaded rubber.

Tuesday, January 31, 2012

Doodles from my art lesson

I've been taking art lessons from a painter I happen to know. Yesterday, (01-30-2012) we decided to do some doodles in lieu of our normal drawings.

I'll have to upload some of my normal drawings at some point.


Friday, January 20, 2012

Infinite Mechworks

This is an idea I had for a game, with major inspiration from Battletech, Lego, and Fallout. Minor inspiration comes from Banjo-Kazooie: Nuts & Bolts, Sound of the Sky/Sora no Woto, Big O, and probably a few other things I forgot about.

So, it’s a mech game. Where you build your own mech. But not like Armored Core or Front Mission, where you buy body parts and weapons and put them together to make a mech. No, this goes into much more detail. Instead of buying arms, legs, weapons, etc., you buy armor plates, servos, and so on. (Hence Lego and Nuts & Bolts.) If designing parts is too much for you, you can buy schematics, or buy them pre-assembled.

Of course, you can try out your mech in a simulation to see how well it works. At first, your simulation only covers movement. You can buy software that contains extra simulations, for a price. (Or just pirate it, if you have the connections. The quality of the software varies, depending on where you get it from. Cracked simulations might be unreliable, honeypots, or just plain inaccurate.) Purchasable simulations include AIs to fight, firing ranges, obstacle courses, and so on.

The setting may seem a bit familiar to some of you. Some time in the future from our perspective, there was a war. A very large war, fought with weapons of immense power. This sent civilization back a few hundred years, but things have recovered since then. Modern technology is inspired by pre-war tech, but is has simpler construction and materials. Thus, mechs are common but lack the power and strength of their inspiration. (Hence Fallout, Sound of the Sky, and Big O.)

In the game, there are two kinds of components you can buy. Modern components are of varying quality, but are common and will work with almost anything. Components usually only work with other components from the same manufacturer, due to different standards. However, you can buy bridges that let you mix brands. Pre-war components are rare and expensive, but incredibly powerful. You can use them with modern components via a bridge, (or just by soldering it on in the case of armor plates) but the added power and stress costs means the resulting mech probably won’t last long.

The player receives job offers via email. What jobs you’re offered depend on your notoriety. These missions are from various interested parties such as corporations, governments, or just anybody with cash. You can also explore the world map, delving into ruins. However, all the low-hanging fruit was picked clean long ago. The only ruins left to explore are either treacherous to navigate, claimed by someone, or well guarded.

Wednesday, August 17, 2011

Standing on the Lip of the Canyon

I just now had a very evil idea for Obake. However, this idea requires some context.

In Obake, you have three weapons that can be fired at any time. Firing a weapon slows your ship down somewhat. Firing two makes you go slower, and three slows you down to a crawl. Normally, this would be an incentive to not fire all your weapons at once. However, you need to be precise in order to dodge some of the more complex bullet patterns the bosses throw at you.

However, firing also heats your ship. Get it hot enough, and your weapons cease to function until the temperature goes back to reasonable levels.

Your ship also starts going faster again, smacking you directly into whatever bullet you were trying to dodge.*

Now, there is a way to cool your ship if you don't have enough time or leg room to let go of the trigger. You can graze. That is, you get very, very close to bullets. This is what the title of this post refers to. The more weapons you have firing, the more damage you deal to the boss, and the slower you go. Yet, you need to constantly graze lest you overheat.

Now for the evil bit. There is a score multiplier that changes, depending on how hot your ship is. If the meter reads 53% for example, your multiplier is x1.53. Thus, the player is encouraged to keep their heat gauge high, putting themselves in even greater peril because of the promise of a bigger reward. Granted, most players don't care about score. I am certain that a good portion of Obake's audience will, however.

*JackMackerel suggests; "If you overheat, have a trollface flash really really quickly on the screen." I'm tempted to put this in.

----

Edit: Shlapintogan mentioned something interesting that I overlooked. Keeping your heat high increases your multiplier, but discourages you from grazing. We managed to come up with a workable solution for this mutual exclusivity, though. Grazing has its own separate multiplier, which isn't as lucrative as the heat multiplier.

To prevent the player from having to look away from the play field to check their multipliers, sound cues are used. For example, there is a tick sound played every time you graze a bullet. As your graze multiplier increases, the pitch of the tick changes. Likewise, the heat meter has its own sound and pitch changes.

Thus, the player has three options.

1) Play it safe, and don't worry about score. Graze only when you need to, and keep your heat low.
2) Graze when you can, and get a small bonus.
3) Keep your heat up, and get a large bonus.
4) Attempt to juggle both, possibly net record scores, get bitches, and lose a bit of sanity.

The last option would be impossible for all but a small set of players, so Shlap suggested this. Have a region (45 to 55% or so) that if you stay in for both bars, nets you a bonus. Once both bars are in the sweet spot, the player is notified via a chirping sound. As the player sustains the bonus, the chirping gets more rapid, culminating in a ding that tells the player they have completed the bonus. Look to Beat Hazard for refinement and inspiration.

Sunday, June 12, 2011

Like Snatch, but with cyberpunk (sort of)

The setting is inspired by Ghost in the Shell, but the game itself would be a lot closer to Shadowrun. Full-body cyborgs* exist, but are uncommon. The PC just so happens to be a full-body cyborg. Since he's an enforcer for a mobster, this comes in handy. One day he tries to screw over his boss, and gets put in a sexbot for his disloyalty. His first task is to shut up a mole for a rival mobster. It's possible to sell yourself to the other guy, but only if you do it right.

From here, you have a few options. Work for your boss and gradually regain his trust, or betray him and work for his rival. Each path has its own quests and storyline associated with it, as well as an ending.

Or, you could try to take down both bosses yourself. Might not want to do this right away, though. Keep doing jobs and making friends. Buy a safehouse. Once you're well-connected enough, you might just be able to pull off a mutiny. You can do it any time you want, but you might want to check if your friends have your back.

You upgrade by buying better bodies, armor, weapons, and firmware. You can also upgrade what you already have. Since your inventory is limited to what you could realistically carry, it's a good idea to invest in some built-in tools for your body. All the bodies you buy stay with you, and you pick which one you want to use for the mission. You can also arrange for a drop at a predetermined location, in case you need to swap during the mission.

*People with just a brain and some spine to call their own. Everything else is robotic.

Friday, March 4, 2011

Cat and mouse TPS

As the "cat", the player chases somebody through a procedurally generated urban environment. The player is always locked on to the target, and can adjust their aim with the mouse/right analog stick. Of course, the player has to dodge obstacles as well as whatever the "mouse" is throwing at them.

As the "mouse", the player is running away from somebody through the same environment. The difference here is that the player needs to get to a designated location. In order to lose your purseuer, you can shoot at things to create obstacles, take tight turns, go in unexpected directions, etc.

No matter who the player plays as, the game is about speed and quick reflexes.

Saturday, January 8, 2011

Idea for an eroge

There are two kinds of eroge. Those that are plot with porn, and those that are porn with plot. This is the former, with the tropes of the latter.

A normal, average Japanese teenager wakes up to a normal day. At the breakfast table, his little sister seems a bit more reserved than usual. At school, he finds that his childhood friend is a bit shy about talking to him. The class president barks at him rather harshly- more so than usual. Everything seems a little bit off. It isn't for a few days that he realizes that he's in an eroge- a very smutty one at that. People he's known for his entire life have been reduced to stereotypes. Needless to say, he doesn't take this very well. After a slight internal breakdown, the game's first choice is presented.

This is where the game's save system comes into play. You see, this game doesn't have a normal save system. Instead, it tracks which choice points you've encountered, and which choices you've taken. As the game progresses this becomes a large map, filling itself with your choices. At any time you can exit to this map and go to any other point in the game you've already been to. This is essentially an automation of what eroge players already do- make a map of choices and save at every opportunity. The catch is that the PC remembers his choices, and new ones appear as he gathers more intel. Thus, the player might want to go down a bad end in order to learn something.