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#201
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From early wire frames in black and white to the final product, this video shows the iterative nature of UI and graphic design. Soundtrack is a saved Jam from Stealth Bee Jam, from the song "Jumpstart".
http://www.youtube.com/watch?v=3uUGrfDFSsQ |
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#202
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Quote:
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#203
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Here are some early concepts for Silent Swords:
![]() And this is how it ended up: SILENT SWORDS ![]() SILENT SWORDS ZERO ![]() Check them out! iTunes links: Silent Swords - Silent Swords Zero |
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#204
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One year of development compressed into one image. That 2d prototype didn't look too bad and we gave some thought for the idea that the entire game would be 2d. Ultimately we decided the game had to be 3d in order to compete with the big boys. In hindsight I would say that was a the right choice
Otherwise we would be in trouble with things like different resolutions etc.![]() ArtCoder: Cool characters in Silent Swords! |
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#205
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Etolis: Arena
Funny thing is I'll probably have to make another before/after post after the upcoming update ... Early prototype and yes, this was my first attempt at level graphics: Youtube link | Pop Up At launch: Low bandwidth Version | Pop Up Last edited by frankthe2nd; 03-22-2011 at 11:48 PM.. |
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#206
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#207
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Ha. This thread is genius. I've actually released the same game mechanic on the App Store 4 times in various guises. This is the first out and how it started out:
Head Spin The first incarnation. These, believe it or not, are meant to be robot heads. However, seeing as they are initially rotated to random positions unless you have seen them before, they could be anything. ![]() Head Spin: Daily Edition Next up was an attempt to cash in on both Doodle drawing style and Easter (the bunny is a tenuous link, I know). The result was that the game was a lot easier to play as you could tell which way around the bunny head was more easily. ![]() Head Spin 3D Until finally for retina display I was unable to use stop frame animation anymore as there were simply too many images. I learnt a bit of 3D and somehow managed to knock this together. Again with the bunny hero as even for the doodle style I had modelled it in 3D.
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#208
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#209
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I remember reading some horror stories about the creation and managing of 2d frames in Diablo 2. In Death Rally we would have needed at least 64 frames of rotation for each car, there's five cars in total and they come in several color combinations and damage states... and of course the resolution is quite big at 1024x768. Once we started doing those calculations the 2d idea was starting to look grim ![]() Here's one more comparison set, this time the menus:
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#210
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Here are some graphics from the development of Blood Fever (http://itunes.apple.com/de/app/blood-fever/id407947417?mt=8)
First Wireframes ![]() First Prototype Final Game ![]() ![]() And since we're in the App Store for only two days now, we still have some Promo Codes left. Just ask in this thread: Blood Fever |
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