Da da DA da!

Sep 30, 2011 14:54

When working on video games I like to listen to video game music. It's kind of meditative to me in a way I suppose.

I finally got around to finishing up a bad guy's sprites so that I can get the combat system underway. Thought I might show off both the concept art of him and the actual sprite version of him.




Mean lookin'!
As you can see, he's a bit of a scribble. He looks a bit more fanciful than my main character at the moment. I've used this guy before in the past, but I've decided to update him a bit, using Yoshitaka Amano's Final Fantasy stuff as an inspiration. I'd like to go bohemian meets Victorian with some other character and environment designs. Unfortunately, sticking to the base design for the bad guy here meant I couldn't play around too much with him, since he's supposed to be serious business. I want to do more colorful characters. but I suppose I'll have to wait til I get to some neutral or good guy characters, since I don't feel like having an insane jester with god like abilities in my game. This guy is not meant to be fun, more of a buzz kill or an "Oh frag!" moment kinda guy. I do like how he came out though, lots of edges and points and a bit of a piratey touch to him.

Sadly, details must get lost in the translation from fun scribbly concept piece to in-game SNES style sprite. Ch-ch-ch-check it out!



He doesn't look so tough!
He's going to end up as my guinea pig for now, as I need a test subject to work out the combat system with, but he'll eventually be promoted to one of the leaders of the main factions in the game world, the semi-civilized leader of a group of savage raiders. His sprite initially had the gold accents on his boots as well, but I got rid of them because they just seemed like too too much. It's still a bit much right now, but it looks weird without it or with it replace with darker blues or grays, so I've opted to stick with the gold accents on the armor and helmet. He can keep the Mega Man boots. The gold accents on the boots made them look like sneakers, too. It was weird. Bye bye! Also, you can't see the spiked gloves or toes either, because, well, yea. Concessions, concessions. How sad. I'm happy with the final result though.

As an enemy, he's privy to a minimum of an idle animation, walking, running, 2 attack animations, pain, and dead animations, with each animation have 4 different angles. For him, it came to around 70-80 unique frames, although more will come for plot specific animations. Most enemies will likely have around 40-50 frames of animation, which isn't that bad. I had to do more with him because he's asymmetrical, so I couldn't just flip the image to get eastern and western directions. Bit of a pain, but he looks cool.

I just gotta finish 2 weapon animations for the hero, and then I'll be able to get cracking on that combat system!

/nerdoff

blonde, video games, 90's, music

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