Tuesday, April 15, 2008

hahahaha

wow, got the tagging in/out working... this game is gonna be crazy. I can already tell I'm going to suck at it :)

Wednesday, April 02, 2008

almost done...

...with the artwork for first three characters. fuckin shit, this stuff takes a long time. I'm ready to actually do some work on the game already.

Thursday, March 27, 2008

roxy



I think I'm getting better at this.

Like check out the shading around her pants, I think it turned out really well. Also, her hair turned out pretty sweet, and it flops around reallistically when she's running around. Pretty good stuff.

Tuesday, March 04, 2008



new chick
that jacket is bitchin
you know, now that i look at that chick more closely, her legs are too short
I think her thighs need to be longer

I'm hard at work on another character. It's taking forever because i didn't plan it out ahead of time.

Wednesday, February 13, 2008

new hotness



so this is the new art style
i showed it a couple of people, and I can already tell that most people are going to hate it...

Wednesday, February 06, 2008

Workin...

I just finished totally redoing the whole input engine to support the "tag" mechanism like I want. It works awesome, and is gonna be pretty cool :)

So currently, I'm still working on the character artwork and stuff. I have the front view done for one character, and about 3/4 done for a second character. I want to eventually have eight characters, and they all need front, side and back views, so there's still a bit of work to do :(

Wednesday, October 10, 2007

The Dannobot: Fashion Designer

Well, I'm wrapping up the tech updates for DieselPunk, so now comes the hard part: character design. It's a lot of fun, but damn its pretty hard. I can barely even dress myself, much less figure out several different wardrobes for a bunch of trendy assholes.

After that comes the even harder part: designing set of moves for the characters. I kinda glossed over this part in Super Pillow Fighter, and it kind of shows. Lots of the moves aren't timed right, or don't look very good. I'm trying to plan stuff better so the characters move more fluidly and the hits look harder. It adds a layer of polish to a game.