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Wednesday, February 2, 2011

Monkey Business

Well, I got sidetracked a little bit,  having gotten tired of the main character being a sphere,  and that strange background texture.  So here's the new look:


And as usual,  here's the link to where you can try it out:  ActionJump 0.008

The green monkey head is a new enemy,  created with a few clicks in Blender. He doesn't do anything yet.  Maybe tomorrow he'll actually damage the player.   The main character is more recognizable as a character with accurate collision detection.  The new background is closer to what I have in mind for the background scenery.

All the the current assets (that's the graphics, 3D models and audio)  are placeholder and just barely good enough to be a solid guide for the future creation of the real assets.  It really helps to have a playable prototype so that the artists can just replace the placeholders with the final assets and immediately get the feedback on how it will look, sound and feel in the final product.

I once again increased the resolution,  this time to 960x640,  which coincidentally is the iPhone4 resolution.  It's tricky dealing with different resolutions and aspect ratios,  but it's usually best to create all your assets for your best target resolution as it is much easier to remove art details than to add them.  I'm planning to support resolutions ranging from 480x320 (phones) all the way up to 1920x1200.  Higher than that is still very uncommon,  but if at some future date we get 3840 x 2400 it'll be easy to support that as well,  mainly because we're using  a 3D engine rather than 2D.

Tomorrow: attack of the green monkey heads.

-- fxl
 



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