Working out some loose ideas for the first boss design in Temporus’ shooter portion. Aiming for a heavy industry look centred around some manner of tokamak or particle accelerator. I want it to feel like an assemblage, with plenty of mass. I’ll be working on pixels next to take these rough ideas into game-scale layouts until I’m happy with the form.
My pastel palette has spawned something of a monster. Folmer Kelly and I love playing with this strange collection of colours so much that we’ve begun building assets for a dungeon crawl game. We were heavily inspired by the Amiga classic ‘The Chaos Engine’ and are attempting to achieve something reminiscent of that visual style though we are going about many technical details differently.
Here’s the base tile set we worked out. The floor resides on a lower layer. The document is built on a grid of 16×16 pixels, with most assets requiring multiple tiles to assemble. For instance a floor section’s top surface is made from 4 tiles, with an additional 2 tiles to create an exposed edge. This is a slower way of drawing than if we had used 32×32 tiles, but it allows for more visual variety when on can create a single tile that can make a whole wall appear to have a different feature. The tile set supports elevations for raised platforms or pits. Outer walls are drawn with a false perspective while inner walls have no perspective. This is done to allow for more manageable map layouts where the objects that the player encounters are best with a simpler form, but the perspective of the outer walls gives a sense of place and theme. Keep in mind that the layout above is just for constructing the tiles around all the necessary geometries and does not reflect the kinds of arrangements that would be used in-game.
My first run at designing a style was to go for a techno dungeon aesthetic. I wanted it to feel a bit archaic still, so panels aren’t clean, monitors are a bit too small, and the materials are not shiny. I also cast the outermost wall into shadow to give it some more drama. I’m undecided if all the styles should follow suit.
After the techno dungeon I made this pool set. I played around a lot here with extra tiles and variants, along with cuts into the wall surfaces to make them look alcoved. This still has some spooky atmospherics but the decorations and hues give a more palatial feel. To make the negative spaces on floor appear to be flooded with water I made a new front edge to the floor tiles with a reflection indicated an a bright parting line to indicate the surface tension of the water. Some ripples and simple water splash tiles to scatter about the map will help reinforce that instead of a chasm the empty spaces are instead pools.
@folmerkelly is unleashing an ultralight beast with this palette he asked me to make on Christmas. Click the gif to see it uncompressed.
Here’s the finished version. I had a lot of fun using tiling artifacts to add variety and visual tension, but I also deliberately break the grid in parts. All the tiled portions I did in Pyxel Edit and then I went in with Gimp and added the wires to further mess with the grid.
I’ve officially named a new gang The Ammo Wracks and renamed my previously drawn “mortar girl” to the new nickname of “Harassment”. With the help of her best bud “Interdiction” they can pin down and plaster their opponents at the expense of they ammo budget.
I’ve also added a third member to the gang. Blooper the dog. I think I’ll create a familiar or mascot for every gang.
The Ammo Wracks’ logo references Saint Barbara, who’s legend has been incorporated by the all-lady gang.
Folmer Kelly and I made some revisions to the card layout and designs. Mostly dropping the logo down in size a lot to free up real estate. I’ll still use the original big logo for either the reverse side, or packaging/branding.
First up in new characters is an homage to an upcoming game I’m excited about called Mutant Gangland. It’s being made by Thomas Noppers and thematically it was a natural tie-in. This character is Prima, one of the gang bosses you can command in the game.
Next up is another member of the Waffle Conans sporting the trademark undead palor and mechanized enhancements. I don’t have a name for her yet.
This one is just titled ‘Mortar Girl’ until I come up with a better name. I think her gang will have a love for high explosives and ordnance. Maybe I’ll call the gang The Ammo Wracks.
This fellow is the latest character I drew. I’ve named him Private Ice and his gang seems to be going in a cheesy cyberpunk, eighties ‘Revenge of the Nerds’ aesthetic.
The character I drew from the fictitious Waffle Conans Gang has sparked me into taking the idea further. So in collaboration with @folmerkelly there is a trading card series in the works. We’ve been swapping ideas back and forth on twitter for palettes and card designs.
Here I’m trying out some text layouts.
And here’s a test design from Folmer showing off his skill with the current 13 colour palette.
I wanted a quick diversion from client work, something that was unattached to any specific intellectual property. I started scribbling out pixels and came up with this.
The Waffle Conans are a gang operating out of the Mortuary District. They’ve established several sponsorship contracts through their aggressive pursuit of high quality combat video footage. Video distribution helps maintain brand awareness as well recruiting new members from the overpopulated quarry favelas.