sabato 14 gennaio 2012
BBU! #03 - Big blog update for Netherworld! SCREEN inside #03
Netherworld's restyling is going really well. We now finished working on design, we're now working on monsters color and ambient (tileset and other stuff) design. Here a couple of our early coloring works, note that this is not artwork color but how the monsters will look in the game.
We are also working on animation. It would not be like on Kunoichi No Adventure, a couple of days to draw all the animation, we want to keep the quality as high as possible. We're now working on one of the 15 animation of the main character, we want to reach Rayman Origins quality so we have to work really hard (NOTE THAT FINAL VERSION'S QUALITY WILL BE BETTER).
We have something to show you, can you remember our first screen? Here's how it look now:
domenica 4 dicembre 2011
BBU! #02 - Big blog update for Netherworld! #02
After a period of laziness, a long period of laziness, we're working very hard on Netherworld because we really count on it.
We're now working on a new coloring style, we've done several tries but we're still working on it. Here a couple of B/W artwork.
The Leviathan
NOTE: The Leviathan is not a simple artwork, it will be a complete world composed by four levels.
In the next news we'll post several coloring example.
lunedì 7 novembre 2011
BBU! #01 - Big blog update for Netherworld! #01
Someone's thinking we're dead, I can bet on it! YOU ARE WRONG! Do you remember that a couple of month ago we were talking about a POSSIBLE big restyling for the game?
...
We discuss about it for a long, long time because it would not be funny to reach the end of the game and then decide to completely redesign it.
So, for this two month we worked on Netherworld's new style and new we're so proud to show you the NEW Netherworld!!
In this news we shown you character's design change, in the following news we'll show how new levels now look like.
giovedì 20 ottobre 2011
BBU! #01 - Big blog update! #01
Wow! A thousand years passed since the last update!
Don't worry, we weren't sleeping!
Kunoichi is going really well and we've done 6 level about 13. I think that's good, right?
We:
- Have made another monster together with its animation.
- Are working on the minigame which you will have to complete in order to continue the game, they won't be hard, do not worry.
- Have almost complete the “Select Level” scene.
- Have completely done the “Save&Load” system (almost the same system will be used in Netherworld and Netherworld: Mobile).
- Have drawn a second version for Izanami run animation.
- Are working on Game Center support.
Here a few pictures:
And...yes....KUNOICHI WILL BE UNIVERSAL FROM THE BEGINNING! It will support iPad, iPod, iPhone from the first release.
Stay tuned and wait for the next BBU! Which will include a video from the game!!
mercoledì 14 settembre 2011
What we have done and what we'll going to do this week
We made a lots of progress since our last news!
I wrote the entire plot and some dialogues are done together with dialogues-pictures.
And now an important target reached!
After a few (a lots) tries I manage to write an efficient save&load system which will be used also in Netherworld due to its easiness.
I'm also working on a new collision system because the one I wrote have some problems with horizontal collision.
We made the first map and the level design of the first three levels but also the design element for the second world.
We're working on Izanami's new animation.
sabato 27 agosto 2011
IndieGoGo page, first video and DevBlog #02!
We're here again with a lots of news about our game!
First of all: WE OPENED OUR INDIEGOGO PAGE!
You can click on the link above or visit our site and click on the iframe on the right.
Now it's time to talk about or dev progress:
- Die and Respawn function are done
- Final version of all FoxEnemy animation are done
- First level almost done
- AttackAnimation and StandAnimation done (they're not in the video)
Together with IndieGoGo page we released our first video (if it look choppy is due to my MacBook white and not due to the game):
*Note that PlayerAnimation which are present in this video and in all the other beta video have only beta and development purpose, in the final version the player will have better animation.
First of all: WE OPENED OUR INDIEGOGO PAGE!
You can click on the link above or visit our site and click on the iframe on the right.
Now it's time to talk about or dev progress:
- Die and Respawn function are done
- Final version of all FoxEnemy animation are done
- First level almost done
- AttackAnimation and StandAnimation done (they're not in the video)
Together with IndieGoGo page we released our first video (if it look choppy is due to my MacBook white and not due to the game):
*Note that PlayerAnimation which are present in this video and in all the other beta video have only beta and development purpose, in the final version the player will have better animation.
sabato 13 agosto 2011
Kunoichi DevBlog #1: news and Basic enemy artwork+sprite
We finished all Izanam's state animation (run, jumpUp, jumpDown, attack, idle) and we're working on GUI (buttons, lifebar and other stuff).
Oh...yes...We also finished the endless level and now we're working on the platform levels.
We'll write the dialogues next week together with enemy animation and dialogues animation. Next week we also open our funding page on IndieGoGo and we'll offer a lots of perks.
Here a pic of one of the enemies:
Oh...yes...We also finished the endless level and now we're working on the platform levels.
We'll write the dialogues next week together with enemy animation and dialogues animation. Next week we also open our funding page on IndieGoGo and we'll offer a lots of perks.
Here a pic of one of the enemies:
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