Starbreak was successfully greenlight for presence on Steam. Thanks to everyone who voted!
Monday, November 23, 2015
Greenlight Achieved
Saturday, August 15, 2015
Proto-Wildfire
A very early concept of a character which would eventually become the Wildfire.
At this point in development, any character type could use any weapon. However, I still wanted to design characters for promotional purposes and this was going to be the character representing what we were then calling the soldier class (Think Phantasy Star Online.) A sword seemed the most appropriate weapon for him at the time. Currently, there isn't a sword in Starbreak at all!
Thursday, August 13, 2015
Spriter and Character Art for Starbreak
At the Starbreak developer blog, we've made a post addressing character art. It is a brief overview of how we use Spriter.
Although this was written primarily by myself, I notice that some edits and additional sentences were added which I was unaware of.
There will be additional posts relative to Starbreak's art made in the coming weeks. I may post additional things here, too.
Starbreak is in open beta right now and you can play in your browser, no strings attached.
Saturday, May 16, 2015
Friday, May 15, 2015
On My Taste In Choosing Playable Characters
"Why do I pick the characters I do?"
There are many reasons, of course. My tastes have changed with time, experience, and by whim. I thought that by making some posts about the topic I might unearth some deeply entrenched n information of great importance. Magnitudes of great wisdom for the world to behold!
Or maybe just the good, fun speculation typical of fandom.
I don't think I'll address the aforementioned reasons in any kind of order. But, the attribute which strikes me as being interesting tonight is "balance."
Ryu (Street Fighter III) |
"Sun Tzu said: The good fighters of old first put themselves beyond the possibility of defeat, and then waited for an opportunity of defeating the enemy."
This quote from Sun Tzu always comes to mind when I consider character choice on the basis of balance. While it may not be possible to defend from all possible tactics, I highly value characters who have the ability to respond well to as many offensive tactics as possible. In many games, this often involves picking characters with answers to questions like the following:
- Can I deal with an opponent at a distance?
Hadoken |
- Can I deal with an opponent who gets in close?
Shoryuken |
- Can I deal with an opponent who is extremely fast?
Short |
Crouching Short |
Crouching Jab |
Toss |
- Can I survive mistakes without instant failure?
3rd Strike Stamina Rankings:
Hugo
1385
Urien
1285
Alex
1200
Dudley
1200
Ken
1200
Makoto
1200
Q
1200
Ryu
1120
Chun-Li
1120
Elena
1120
Necro
1120
Oro
1120
Remy
1120
Sean
1120
Twelve
1050
Ibuki
1035
Yang
1020
Yun
1020
Akuma
985
As you can see, and as you may have expected, Ryu really fits the bill when it comes to balance. He remains my favorite fighting game character to date.
Thursday, May 14, 2015
Wednesday, May 13, 2015
Tuesday, May 12, 2015
Understanding 2D Camera Work In Games
Super Mario World camera system |
Working on my game Mushroom 11, I was faced with many different design and technology challenges. I wasn't expecting to find references to issues like dynamically changing shapes or vertex animation, but I was quite surprised that camera work, a subject with more than 30 years of history in games, was hardly discussed.
For those of you interested in game design, or art in games, I think it's an excellent read and I appreciate the effort put into understanding these subtleties.
Monday, May 11, 2015
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