Christmas Game Dev Journal - Week 3
Art + Code = Bushwacking
The Art/Code Tightrope
Art vs. Code: It's the ultimate match up, but after working on several games in various positions, I've determined that, to make a good game, the share is 50/50. You can't expect a player to invest time in a game that's visually unappealing, but you also can't expect satisfaction on graphics alone.
To dust-off my Bennigian's roots.....'Graphics are the spice, code is the meat'.
When you're working on a game by your lonesome, it tends to be difficult to walk to line between the two. The tasks require completely separate disciplines, and if you favor one more than the other, you get an over spiced 1oz beef nugget (read: too much art) or an flavorless 3lb chuck-roast (read: too much code). Either way results in an un-appetizing end product is you getting a crappy tip.
Every week I try to devote equal parts art and code, ensuring the product always stays fun to play and pleasant to look at. This keeps me from getting overwhelmed and you, the curious reader, from getting bored.

Speaking of getting bored, here's a snazzy picture to keep your
attention.
This week I veered a bit into the code side....not a dangerous "watch-out for the pedestrians!" veer, but more of a "this Phil Collins song is very relaxing" brand.
There were (and, technicially, still are) a lot of features to get into the game, so I feel the extra time programming was well spent, but I still wish I could have accomplished more on the art-side. But let's not cry over what could have been, let's examine what was accomplished...
Programming the Engine
I was able to make four big strides in this area in the last seven days. First, I got in environment detection: this allows the player to interact with uneven terrain. This is a fundamental aspect of any side scroller that couldn't wait, and was on my list of items to complete. Second, I got in Elfington's attack functionality. This required two new animations (the still images are posted above), some tweaked code, and some brand new code. This item was on my "if I have time" list, so I was happy to get it in, but without anything to whack It felt empty. So third, I got in code to automate object ot object hit detection, allowing that attack to alter the states of other objects in the world. This item was on my list for next week, but it was fun to beat those bushes until my attack butt was raw. However, it seemed empty without a bit more "UMPH" when those object got hit, so I added my fourth item, the particle emitter code. Now when you attack a bush, berries and leafs get thrown in the proper direction, making the whole experience more visceral. This was really on my list for week 16, but hey, it's in and and I had fun writing it.
Use 'W' to jump, "D" to attack, 'Arrows' to move,
and...well....that's it.
Now, keep in mind that this is still technically just a tech-demo. There's not much game to the above flash movie, so don't worry about oddities that pop-up. It looks like IE doesn't like some of the code I use for removing my placeholder object, so you may see some white boxes in the BG. Also, you won't be able to indefinitely attack while in mid-air. But, in the end, I think engine is taking some significant steps forward.
So yes, the Programming time was definatly well spent.
Designing (one of) the Characters
Unfortunately, as stated above, the time devoted to art took a slight uppercut and kick to the ribs this week. I was afraid that the only art task I'd get done could be Elfington's "Pre-Attack" and "Attacking" animations, but yesterday I squeezed in some time to design the lead knight of the "Knights of the Round Belly".
I had put the design task off from last week, convincing myself it was a lack of time. Truth is....I just didn't have any good ideas.
Unfortunately, this week didn't prove any easier for the good Commander. Sketch after sketch fell to the floor, none of the ideas sticking. Some too cliché, some just weird. I'll go down the list with some chestnuts (I did end up with a satisfactory design, but it's fun enjoy the road traveled).
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- Attempt 1 - This is the "Military Leader" in the most common, cliché sense. Short, stocky, buzzed hair-do with Chewy Gumdrops on his shoulders and a nice pointed elf hat. His stature was dangerously close (In my eyes) to the current "buffed up" version of Panza (the hero's sidekick). Not wanting to settle, I pressed onwards. |
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- Attempt 2 - Another beefy "Drill Sergeant " type character, this guy was 'OK', but still had a similar overall shape from the last one. I did like his campflauge gear, but felt the design was starting to get cluttered. Time to simlify. |
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- Attempt 3 - The hat was getting a bit "Dunce-Like", so I curved it like a Santa cap, and took off the Gumdrops on the shoulders, but somehow this guy ended up looking flat-out dumb. I didn't want that, but I did like the square used in the design, and took that with me. |
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- Attempt 4 - A box with legs. Defiantly different from the others...had a nice older-wiser feel to him, but also wasn't perfect. |
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- Final - A woman! That's the hook I was looking for - a tough, slightly androgynous yet pleasant leader for Santa's Knights. I was actually going for a man here, but about half way though realized he was looking a bit feminine, so the woman-idea came and stuck. So now we have Commander Love (first name Kitty), who oversees the knights with an iron fist and the help of her cat, Butch (see below). |
Here you have the design process in a nutshell: "keep trying and eventually you'll make a character of questionable gender that's marginally adequate". I have some tweaks to make to sell the fact that she's a woman, but I like the premise, and I think it kept from being too cliché.
Now let's see if I can get more art tasks finished next week...one concept every seven days just ain't gonna' cut it!

Butch: Commander Kitty Love's faithfully fat feline, used for chasing mice and
hauling cargo.
Well, perhaps I got two concepts done this week, but that's still not enough!
Writing the Script
Oh, and "yes", I wrote some of the script.
I think I have about 5% of the stupid thing done. Don't bug me about it...it's a work in progress.
Closing out Week 3
This week was pretty productive...with about 76.2% of my time on code, and 23.4% on art (and 0.6% on that script) I didn't balance that 50/50 "art vs. code tightrope" very well, but I'm still happy with the results.
There's another 15 weeks ahead of me, and with 8 total levels worth of game to create, populate, animate, and test - my work is defiantly cut out. But, if I can keep a steady pace, and balance those two disciplines that make a game "great", the end product will be a savory Christmas meal with just enough seasoning and just enough steak to make the project worth it.
....
And great, now I'm hungry ![]()
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