Town Building Concepts
Feb 04, 2015
As we begin to flesh out the visual locations in the town, we need to design each store front, other buildings and the exterior features of the town. Additionally, the architectural styles need to be consistent to one another while conveying an iconic representation players can easily relate to.
I start out with a building's basic shape - and research a number of images in a particular style on line - in this case stereotypical small town American businesses. I'll start roughing out a basic building shape in blue pencil and felt pen. Then render more shading based on it's construction materials, is it made of wood, brick, glass? How many windows? What's the aesthetic? What's the function?
Once I have an image that evokes the feel, I'll go back in and add the appropriate window dressing , signage and other details. Finally I'll go back in and add more appropriate typography, logos and associated sight gags when I execute a more final digital render.
We're still early in the design process, so we don't know if all these will make it into the final game, but it helps spur ideas.
- Gary
Since the game will also run on mobile, how do you choose the "right" resolution since the game will be played with different aspect ratio and at different resolutions?
Will you let the images stretch or will you leave the borders as "no interaction zones" during the design of the game?
Any other consideration would be very appreciated.
Looking forward to see the voodoo happen.
If they ever make a National Game Registry, I hope the EGA version of the game gets archived. Well, of all of them, but definitely that one.
http://mixnmojo.com/features/sitefeatures/LucasArts-Secret-History-The-Secret-of-Monkey-Island/7
I don't know how true it is, being related after all these years, but it seems he played a crucial part in their graphical style. Perhaps without him the games would have looked like the original version of Maniac Mansion?
I hope you guys get to do another game with Mark Ferrari. Particular since seeing his art demoed in the HTML5 colour cycling examples.
And now a completely different question: how much is the game supposed to last?
I also hope there are a lot of classic gag references - like the bell mentioned by Walt - and some hilarious and/or interesting new ones. If there aren't a bunch of egg-ruined microwaves being repaired in that electronics shop (or a "No Hampsters" sign) I'd be highly disappointed. ;-)
I hate to ask this on a post that has nothing to do with it, but as I saw someone discussing resolution, I figured I'd ask and see what I got. I am wondering (since the game will be coming to iOS and Android) if there would be any possibility of bringing the game to Vita. I think it would not only serve to further the Indie community on the PlayStation platform, but also shed light on a genre that hasn't seen a ton of it in some time. You will obviously have to examine the demographic and determine if it would be lucrative or not, but I can assure that you would sell at least one copy (to myself), and I myself prefer the PlayStation medium to the Android alternative of my phone.
Anyway, thanks for keeping all of us updated,
Isaak
I appreciate the response! Love the work you do and can't wait for the release, no matter what platforms it is on!
Isaak
No. You are two GENIUSES, inmy humble opinion! You have the spirit, the ideas, the ... "force", yeah, the force to make something wonderful from scratch. You two can do everything!
Also, Ron, I LOVED The Cave... when I got the "navigation device" - literally fell off my chair, rolling on the floor laughing. Literally. :)
It is fantastic to read this blog which shows just how much care and attention is being poured into this project - reducing the speed at which characters move from foreground to background, for instance, to make it 'feel' like those iconic games deleloped over twenty years ago - just goes to show how much a labour of love this is for you guys.
I applaud your efforts and eagerly look forward to reading about the continuing development and, of course, getting my sweaty mitts on the finished product in 2016.
RS
Ps. Ron, I feel a little guilty, jumping on the proverbial bandwagon late here having missed the Kickstarter campaign. I would offer to send you a large wad of cash but, unfortunately, am having to foot the bill for a full refurbishment of my fast food business after the premises was recently gutted by fire...
Cheers!
The link above is perfect for browsing active kickstarter video game projects. It lists projects in order from those ending soonest to those newly created (I think every project runs for 30 days) and also displays current funding, what the initial funding goal is, etc. etc. I've missed out on plenty of great kickstarter video game campaigns in the past that I wish I had backed (Shovel Knight!) simply because I didn't know about them, so I now browse kicktraq on a nearly daily basis keeping an eye on the more promising-looking projects.
As for Thimbleweed Park, while the kickstarter campaign is over, as mentioned you can still click the "support us" tab on this site, help fund development of the game and get a digital copy.
Some of my friends in the chiptune scene are doing the OST, and I'd really appreciate it if you would help fund this project!
By the way, I made this free (GPL) cartoon font once upon a time. Please feel free to use it in the store logos, signs or anywhere else.
http://serafettin.sourceforge.net/