Thanks guys... @cowtech... Right now we aren't planning any zooming. But we may try working with it on the sniper levels...depending on the time left. We are trying to release before Nov.
I just haven't used it yet in any games...But I thought about trying it. Just not sure how it will perform or how the graphics will respond. It will take some testing...but hopefully it would be a nice enhancement.
Looks awesome Syn, I'm interested to see how you guys set up the controls. Should be a very interesting game! Looks like it will graphically apealing no matter what, though.
Oh and on that least screenshot, I'd like to suggest you replace that sky texture (unless it was temporary, anyway).
Thanks all... @Eastbound... I agree...the sky isn't right yet.
@ Jessica... We are hoping for an Oct/Nov release.
@TSB... Thx. Actually anyone can do this type of art with the right tools. It doesn't require much talent...only skills. And the tools are all free.
I modeled the set in sketchup. That software takes about a weekend to learn and maybe 2 months of good use to master. Its free but a pro version isn't too expensive. The pro advantages are limited. Plus there is a great amount of free assets to download from their 3D warehouse.
For the textures...I am using Photoshop. The key to good textures are lots of layers and good overlay filters and effects. Basically just playing around with burn effects and vivid light effects and texture embossing. The better at Photoshop you are...the better your textures.
Then for modeling I am using 3DStudio...which can be expensive to buy...but an amazing alternative and FREE is blender ( www.blender.org ). I've never used Blender and the learning curve can be a bit steep (but so is 3DStudio)...but it looks VERY capable and its actively moving forward (rapidly) in open-source development.
With these 3 tools...you can create some really good stuff..including 3D buttons, characters, scene objects...etc. Smaller models take less time...where larger sets (like the one I am doing) can take up to a solid week or more.
It takes more than a couple of weeks to produce the imagery for a solid game...but I believe the payoff is there with the effort that is put into it.
I have found the keys to excellent model crafting is good textures...clean (and manageable) model construction and good lighting setups.
The images will be 640x960...full screen on retina display. And our app file will probably exceed 100MB. I don't think anyone pays attention to the 20MB limits now that Retina resolution is out there.
It doesn't take much of a game to exceed those limits when designing for the iPhone 4G. Apple and AT&T are going to have to get that policy changed. Otherwise...users will just get used to using WIFI to get games.
But I think an issue might be that many people simply don't want to download that large of an app. I know a few people who have an 8gb iPhone, and they don't download really large apps like 30mb because they want to save space
But I think exceeding that much will definitely be worth it with this one. I think this game will change GS history..forever.
Most games are now exceeding well over 20MB. I have one that is 450MB on my 8GB iPod. I have found the heavy graphics games average around 150MB. Sure Doodle Jump is very light...but its not very realistic in graphics. Cartooney games should be lighter but high res games are going to be heavier. Its inevitable. The more complex color blending * retina resolution * number of graphics = much larger app size.
A brief update/progress report (for those interested)... Here is our first screenshot of our HUD for our game as it looks on our first level..."Academy Training".
Comments
@cowtech...
Right now we aren't planning any zooming. But we may try working with it on the sniper levels...depending on the time left. We are trying to release before Nov.
Oh and on that least screenshot, I'd like to suggest you replace that sky texture (unless it was temporary, anyway).
@Eastbound...
I agree...the sky isn't right yet.
@ Jessica...
We are hoping for an Oct/Nov release.
@TSB...
Thx. Actually anyone can do this type of art with the right tools. It doesn't require much talent...only skills. And the tools are all free.
I modeled the set in sketchup. That software takes about a weekend to learn and maybe 2 months of good use to master. Its free but a pro version isn't too expensive. The pro advantages are limited. Plus there is a great amount of free assets to download from their 3D warehouse.
For the textures...I am using Photoshop. The key to good textures are lots of layers and good overlay filters and effects. Basically just playing around with burn effects and vivid light effects and texture embossing. The better at Photoshop you are...the better your textures.
Then for modeling I am using 3DStudio...which can be expensive to buy...but an amazing alternative and FREE is blender ( www.blender.org ). I've never used Blender and the learning curve can be a bit steep (but so is 3DStudio)...but it looks VERY capable and its actively moving forward (rapidly) in open-source development.
With these 3 tools...you can create some really good stuff..including 3D buttons, characters, scene objects...etc. Smaller models take less time...where larger sets (like the one I am doing) can take up to a solid week or more.
It takes more than a couple of weeks to produce the imagery for a solid game...but I believe the payoff is there with the effort that is put into it.
I have found the keys to excellent model crafting is good textures...clean (and manageable) model construction and good lighting setups.
It doesn't take much of a game to exceed those limits when designing for the iPhone 4G. Apple and AT&T are going to have to get that policy changed. Otherwise...users will just get used to using WIFI to get games.
But I think exceeding that much will definitely be worth it with this one. I think this game will change GS history..forever.
Here is our first screenshot of our HUD for our game as it looks on our first level..."Academy Training".