This is the first iteration of the player character. It was inspired by Rich Douglas’s main theme music. It had a retro game feel along with a western vibe. I wanted it to have a pixel feel but be 3D. I decided to use square planes wrapped around cylinders. It kind of has the retro feel like minecraft but not so blocky.
Here’s the Visual Design Doc for Django, our first project. After spending years writing gdd’s, ldd’s, and other dd’s that no one reads, I have switched to crafting VDD’s for games, features, and levels. Two things happen when you make a one-page: the team actually gets excited, and you start to know immediately what will work and what won’t.
Django is going to be made on such a tight schedule, we’ll see how much of this sticks. Oh yeah, and I’ve tentatively named the game ‘Rescue Love Revenge’.
Today we start work on our first 2-week game, codenamed Django. March 1 is the proposed ship date.
Although this won’t be a true 2-week game, because we have a lot of other things to setup and get rolling, like logos, Facebook pages, version control, work methods, etc. We’ll be lucky to ship March 1, but hopefully we can keep the game simple enough to hit that mark.
The initial plan is to make Django a violent auto-runner jumping game, about like a Mario if he always ran to the right…and chopped heads off. At its core, however, it will be a sidescrolling platformer that can be infinitely expanded upon in future updates revealing new levels, worlds, gameplay mechanics, and story.
I finished up the default UI template (HD version only) and added it to the trees. This was made with the purpose of having everything we need to design our UI before the final art for the game has been nailed down. This was designed with NGUI in mind, so lots of sliced sprite fun! Also, all of our prototypes will have a consistent look. Here is the preview: