Posts Tagged ‘ sci fi ’
I like games about managing disaster. This mockup is about dealing with a carnivorous expanding blob. You can directly take control of each squad member individually and then leave them with a simple task which they will maintain until you take control of them again. So it would be a mix of puzzle-solving and action.
Click for big.
I’m building up the background fluff for Temporus. This is a rough series of snapshots of a pair of nebulae that can either be shown together or separately. Trying to paint something in a small number of opaque colours that still appears to be fluid and permeable is challenging. I’m happy with how these two turned out.
I needed to work on a big pixel piece again and decided revisited Sub-Luminal. My thinking behind this machine is that it could operate in transitional gravity environments, or even walk in corridors lacking gravity or up/down vertical shafts with it’s redundant legs. It would be a good unit for blocking escape avenues.
A quick, very loose sketch that was part of an afternoon conversation with Erik Umenhofer from Firebelly. We were working out an idea for a tutorial level that carries the player through the platforming controls and basic combat. The player will have to enter a relay tower that has been torn from a planet, and climb to the top in order to access the communications system. Along the way an asteroid will collide, spilling out basic enemies for the player to deal with.
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.