Previous Blog Next Blog
Prev/Next Blog
by date

Plan for Pablo Alonso

Plan for Pablo Alonso
Name:Pablo Alonso
Date Posted:Jan 26, 2005
Rating:4.3 out of 5
Public:YES
Comments:YES
RSS Feed:GarageGames Blog feedor Subscribe with .
Profile Page:View profile page for Pablo Alonso

Blog post
A 3d platform game based on a Mexican prehispanic legend
This a 3d platform game, we're currently in the art development process, and trying to get a good understanding of torque so we can get started with the programming.

The game has 5 levels with 22 enemies and two main characters, it will have the elements of most 3d platformers like puzzles, jumping collecting items,etc.

It sounds a bt too much for the first project, I'm sure art wise we can do it, but I still lie awake at night trying to figure out how to solve the programming issues.

This are the main characters:

And a couple of the monsters:




An animation of this last one
We're looking for people to help us out, specially programmers sincethat's our more troubled area(big surprise)

Submit ResourceSubmit your own resources!

Eric Elwell   (Jan 26, 2005 at 03:49 GMT)
looking good

Michael Cozzolino   (Jan 26, 2005 at 04:20 GMT)
I like the art style.

William Lee Sims   (Jan 26, 2005 at 04:36 GMT)
I'm impressed and jealous at the same time.

David Montgomery-Blake   (Jan 26, 2005 at 05:02 GMT)
I love the artwork! I'm excited to see more about this!

Joshua Dallman   (Jan 26, 2005 at 06:02 GMT)
WOW... great stuff! I'm definitely jealous. Fantastic, fantastic! Please keep posting plans and keeping us updated. Even if you don't get tons of comments a LOT of people read these.

"It sounds a bit too much for the first project..."

I started work on a VERY similar platform project of similar scale as far as levels, enemies, etc for my first project. I was certain that the advice of "keep it simple" didn't apply to me. But it was a LOT of stress to move the project forward because there was so much involved and so many unknowns. I'll never forget chatting with Alex Austin at IGC (programmer/designer at Chronic Logic, makers of Gish) about my design. He looked at me incredulously with a raised eyebrow and said, "Wait, this is your FIRST project?!" Everything I saw and heard at IGC told me to keep it simple, yet I was going against that because darn it, I had a vision, and I knew if I just pushed hard enough I could do it. Well if you push hard enough you can shit a brick, but that doesn't make it pleasant! Well long story short, a quarter of the way into development I placed the project on hold (a hard thing to do in the pride swallowing dept, especially given the number of projects that end up with a similar fate and the passion I had for that particular title). I am now instead working on a small, simple, fun game for a first project. I'm sleeping SOOO well at night because there's not a single unknown variable, everything is under control and easy to handle. It's still hard work, but it's a breeze compared to before. A few more simple fun games like that and I'll be ready to resume the "dream" project. And the added experience I'll have will make the second go-around at it a lot better.

Anyway, I don't want to discourage you in any way, but part of why I thought it wasn't such a big project was because it was so easy to get the art assets (2d and 3d). Well, art doesn't make a game any more than code makes a game. There's a lot of cracks between components, and those cracks add up to work greater than the whole.

If you consider simplifying the game, here's a general direction. Instead of platformy A to B kind of levels, re-design the game to have more arcade style arenas. Make some kind of game mechanic or play mechanic that's so fun that the loss of exploring areas doesn't matter. Maximize replay value. Keep the number of unique enemies to under 6, and try for no more than 3-4 environments, but 5-10 variations of levels per environment, with increasingly difficult puzzles or traps or what-not within them.

Just my two cents... ultimately, you may not have the experience I did and have no problem doing your pet project up right. But it's something to consider.

Final thought -- will this be a bilingual game? There's a good niche market for a game in Spanish because nobody seems to be bothering to do it. And you should also consider hiring a writer to do a 4-6 page illustrated essay exploring the historical value of your characters to add a quick, easy, and cool educational component. Like reading the side of a cereal box when eating your sugar cereal in the morning :)

Good luck and keep us all posted!

Josh

Pat Wilson   (Jan 26, 2005 at 06:08 GMT)
Wow that is great looking. The masked wolf (?) looks fantastic.

If you plan on it being bi-lingual, design it with that in mind now (I'd actually suggest this to EVERYONE making a game regardless of weather they are going to localize it or not, they think). Use the scripting language to just make a string table, and don't hard-code any strings into the engine.

Keep us posted.

James Laker (BurNinG)   (Jan 26, 2005 at 06:18 GMT)
Awesome...

Pablo Alonso   (Jan 26, 2005 at 06:23 GMT)   Resource Rating: 4
Thank everyone for the positive comments

@Joshua
The idea is to make it bilingual, as for the educationational component I always cared a lot about it, am working on this project wih an antropoligist that has devoted himself to create books, animations, interactive cd, etc that containn info about prehispanic culture in an accesible and fun way, so this is a perfect venue.

@Pat
Thanks for the advise, this is one of the problem that's been haunting me from the get go, not so much the text, but I still haven't figured out how to solve the lypsinc on the cut-scenes... other than avoiding cut-scenes of course hehe

Jeff Tunnell   (Jan 26, 2005 at 06:27 GMT)
Wow! Good luck. Very nice character designs.

-Jeff Tunnell GG

Josh Williams   (Jan 26, 2005 at 07:07 GMT)
I'll join the chorus here... sweet art. :) The purple baddy at the end is oozing personality and the maksed jackal is just awesome-- really nice texture work. If your gameplay is at this level.. wow.

If you're worried about programming stuff, I'd start looking around here for someone to team up with. I don't think you'll have a lot of problems finding someone talented and reliable if you set the scale of the project realistically and show off more of this art.

Good luck!
Edited on Jan 26, 2005 09:06 GMT

FruitBatInShades   (Jan 26, 2005 at 09:39 GMT)
fantastic artwork, drool!!!!

@Josh: That is the most lucid, well explained thing i've read here for ages :o)

Matt Harpold   (Jan 26, 2005 at 10:44 GMT)
OMG The Furry. :)
(Seems to be a few of 'us' around)
The artwork looks amazing. Keep up the good work. :)

Sikosis   (Jan 26, 2005 at 10:54 GMT)   Resource Rating: 3
Top stuff ... keep up the good work.

Nauris Krauze   (Jan 26, 2005 at 11:31 GMT)
Really niiice :) i love the pink..umm...thingie :)

Grugin   (Jan 26, 2005 at 11:39 GMT)
I love platform game, your artworks are really good. May the force be with your project !!!

Pablo Alonso   (Jan 26, 2005 at 14:45 GMT)   Resource Rating: 4
Thanks a lot for the comments.

I'll be realeasing more artwork eventually, I'd like to show the arwork along with the finished modelleds and we're still working on that.

@Josh
In your opinion what's the best way of getting someone to team up? Help wnated ads? forum? a dev snapshot?

BTW we are not only looking for programmers if any1 else is interested in helping there's a lot to do textures, interiors, music, etc... I get tired just thinking about it :)

Anthony Rosenbaum   (Jan 26, 2005 at 14:49 GMT)
Simply Amazing. I hope to see great things from you

Josiah Wang   (Jan 26, 2005 at 17:22 GMT)
The wolf looks execeptionally nice, and the fly (?) has a great pose. Me likes!

I think the theme of prehispanic mexican legend sounds really neat. Right now I'm envisioning really colorful stuff, and it's just marvelous...

neatos! I'll be keeping my eyes on this one

Joshua Dallman   (Jan 26, 2005 at 22:25 GMT)
The purple guy reminds me of Majora's Mask

Joe Maruschak   (Jan 27, 2005 at 16:10 GMT)
This is really cool.. I really like the designs and the work you have done thus far. Keep up the great work.

Thomas Glennow   (Jan 27, 2005 at 18:04 GMT)
For the lip synchin you could use animation. I.e. one keyframe for each phoneme, or even fewer if you don't care too much about mimicking every single one.

You must be a member and be logged in to either append comments or rate this resource.