Wednesday, October 31, 2012

Halloween

Everybody is out there trick-or-treating, and I'm just sitting here updating.

So unfortunately Overcast got the coat hanger. Still, the concept is simple and the art is 2d so there's no chance I won't someday finish it after I'm not as busy.

So instead I'm working on HEROES OF ROCK. Imagine if Ninja Turtles and Mortal Kombat had a baby, then that baby became a metalhead. It's a side-scrolling, combo-heavy, hack-and-slash brawler with musical (mostly rock) overtones. You play a frustrated musician smashing his way through the safe, corporate-controlled music industry only to find out it's actually all Satan and his demons.

The cool thing is this game is designed to be played with the Guitar Hero controller, so you can feel like a rock badass as you bicycle kick your way through a horde of suit-wearing demons. For this first pre-alpha spring we are getting one enemy character fully fleshed-out, with animations, textures, and bump maps. Here are my concepts for it:


The idea is that the weakest, most numerous enemy is the fan: a mindless zombie turned stupid by crap music that obeys the secretly demon artist's every whim. My idea for the first level was you to go and kill Dustin Beaver (see what I did there) at a large downtown concert, only to find out, of course, that he is a demon hell-bent on controlling humanity through terrible music.


Ultimately we liked the idea of having "fan" enemies, but instead of a fat 12-year-old-looking girl, we're going to go for something more "imp-ish". While that's happening I'm going to be popping out environment concepts.

Also been doing some main character concepts. Our idea is that you should be able to choose your character and guitar and those will give you different combos and stats. Here's my idea for a punk:


Meanwhile progress on Nighthawks continues well. I more or less have the main scene down with the correct lighting and textures, here it is:



I've already modeled all the humans and 99% of the background objects, like coffee cups and salt shakers. Speaking of which, here's my little experiment with caustics on said shakers:

I'd love to have that level of detail on all of them, but there are a lot and just that one took something like ten minutes to render at small resolution. For the sake of rendering time I'm going to have to abandon caustics and just play with refraction instead.

Here are some quick renders of the untextured human models, too:


I've never done hair before so that was interesting. For the final products I hope to be able to do subsurface scattering on the skin, but again my rendering time will suffer. Expect more updates soon. I'm supposed to start animating this week, god help me...

Bonus artwork: Zombie Interactive is having a fan art contest for Blacklight Retribution: an excellent fast-paced free-to-play FPS. I've wasted much more time than I care to admit on that game when I should have been productive, so the least I could do is something productive relating to the game. Here is my entry, and another reflections experiment for me:


My post is on this page: http://blacklight-forum.perfectworld.com/showthread.php?t=538031&page=6 vote for mine when the time comes okay? My handle in-game is ClassyGentleman4, so if I kill you and wag my finger disapprovingly over your corpse, don't take it personally.

Welp Happy Halloween, enjoy all your drunken rager parties while I dress as a dapper gorilla and take my little brothers trick-or-treating.