City level. WIP
City level. WIP
Izzy level entrance!!
More advertising from our SteelBridge Guilds!!
Some of the fake advertising we are doing for our game.
Izzy is already able to attack! you can see her walking accross Steelbridge streets (work in progress)
Izzy lives in Steelbridge, a city divided by a river. The city began to gain importance following the building of a bridge which linked its two parts, defining its present name and facilitating communication and trade.
With the construction of the bridge a guild came, dedicated to the iron works, which took control over production and distribution of steam techonogy based on machinery. Three other guilds are supported by this one: the airships guild, the pharmacy guild and the liquors one.
Because of the greed of their leaders, the four guilds gathered a huge power and they own the control of the whole city.
The first guild we’re working on:
The airship guild has managed to create flying machines that allow to move people and goods to remote places. It controls all flying city’s traffic.
This is a WIP of Izzy’s workshop. We designed several machines that Izzy during the last years.
We are back on track!!
After several months of silence, we are back! Many things happened during this period. Maria and Néstor moved from the north of Spain to Valencia, so the full team is now together. We just set a small office and we spend a few hours everyday in the project.
We decided to rework the whole graphic style. The previous house looked too depressing and we wanted a more cartoonish style.
Also, the detail of Izzy’s animations has been increased. Izzy was too small, all the animations have been redone, and a few ones like ladder climbing and sliding have been added.
Finally, the graphic engine has been improved with many bugfixes and some new features like a tween engine.
We are extremely excited about the project, now Izzy and her house looks much better.
Also, we wanted to show some of the new designs we’ve been making, not in-game images but you can see all the new background style we are creating!
From now, you will hear very frequently from us as Izzy’s Revenge just became a serious project for us.
Last weekend Guillermo and Pablo traveled 573Km from Valencia to Donostia for making an Izzy’s Revenge development marathon. We drawed a lot of artwork, fixed some bugs and we recorded a video for the Lanzadera competition. We show you here some of the results of theses three days of intensive work.
Creating the house with perspective (Dr. Ferrando & Guillermo)
This last month has been quite tough in the development of Izzy’s Revenge. We have started to create the house inside the game engine, and we had some major problems for defining the environment perspective. The previous method consisting in choosing 512x512px images as background and just add elements over them make the levels too rigid: there were no freedom for choosing room size or shape.
We decided to choose a modular system: from a small set of blocks we can create any room shape., using perspectives of course.
The first attemps were disastrous: everything was way too complicated to do, and perspectives looked broken most of the time:
Horrible, isn’t it?
After rethinking everything, we simplified the idea as much as possible: we chose 45º angles (1:1 ratio) and avoided too small tiles. At the end we managed to create a complex room architecture in a manner simple enough:
This is a first attemt using ingame artwork in order to check the results:
There is still a lot of work to do, but at least now we know how to do it. We are sure that the final result can be really good is we put effort on it. Finally, there are two games that helped a lot for improving our desing:
The map builder has been also significally improved. We noticed that some important features were missing. These features are:
> Undo/redo feature.
> Drag objets inside the level.
> Copy/move whole level areas.
> A more complex trigger system.
> Real-time object identification.
> Adding invisible blocks, used for collisions/shadow generation.
Whats next? Finish the house and start with more complex levels. At the mapping level, we’ve learnt a very valuable lesson.