Saturday, September 28, 2013

James: Mostly non related news, One of the lead singers of Arcade fire sported a raccoon type makeup and it makes sense cause Toronto is the raccoon capital of the world. And Arcade Fire is Canadian.I think we might wait to reach out till a second iteration. Kinda be unfair if we got Arcade Fire on-board for our first demo. Not that we could or could not. Tis' just unfair if we tried and succeeded. What I thought was weird and spectacular was that the went on to do an after show . . . unheard of as far as I know.

Remember in our game design to be inclusive and sensitive to the Canadians or the Japanese. Both are great lovers/sufferers of the raccoon as far as I have researched. Have a great day.

Friday, September 27, 2013

Exeelent work Stephanie! I love it! I love the camo . . . it is like hippies went a huntin". Not too far fecthed. Psycadelic camo will confuse and amuse. Plus they must use everything, like the native americans. I like the concept, I like it.

Raccons are not particularly nice but they are are evolving at a stagering rate. One day we may speak with them and work out a deal on their trash stealing ways. I don't plan on using this for the game at all but I am thinking of doing a spoof on breaking bad.

Racoon bad. a stupid side project we will not use.

More Concept Art for Your Tastebuds





Created with Carol's fabulous watercolor backgrounds and my character sketches.

SUDDENLY A GAME

Brace yourselves-- and I mean that, grab onto any nearby furniture or plumbing and grip tightly, the better to withstand this glorious zoological cacophony.  James delivers big time with a one-two punch, merging-- or possibly "arting"-- Carol's and Stephanie's assets together into a mock-up of what finished gameplay might look like.  Feast your eyes, people; welcome to the Promised Land.  Just look at that beaver.










I SAID LOOK AT THAT BEAVER















look into his eyes








-TLH
James posting a mockup of what the setup might look like.
I spent quite a long time putting this one together hope it shows.
James here.
I am using Carol's account to post in the meantime.

Pbs has a documentary on raccoons
I found it quite facinating
here is a link to it Raccoon Nation

I have been working on some of the sprites. they are fairly close to being compleate. I also put together some conseptual art where I combined my drawings with Carol's Landscapes.








Thursday, September 26, 2013

Tuesday, September 24, 2013

09-24-13 Inspiration for Art - Carol Morris


Inspiration
Nature is an inspiration for the artwork for Raccoon Mastermind.  I began my search for backgrounds by looking directly at nature and photographs.  I began with attempting to design square to fit into 64 x 64 PX square.  I painted the page on the left with 3" squares.  The squares were to large and the image was to detailed.  I dropped the size to 1" and re-designed the squares to fit like a puzzle. 

 

I also designed lettering for the game in 8 1/2" x 11" and changed the color to give a different mood.
 

I choose a forest with the sunlight shining through to give a light mood..  The tree in the front is to give an ominous feel.  I added Rocky raccoon and a human running behind the tree.

 

09-24-13 Art- Background Carol Morris


   
 

Monday, September 23, 2013

Inspiration for Game Art

For game art, I've looked at various games to gain inspiration. Because we have all tentatively agreed on having pixel-based characters, and I have agreed to complete some of the characters, I started to research games that had a pixelized base, such as Pokemon games for the smaller, handheld Nintendo devices.
BugCatcher from Pokemon
These games have small characters, built essentially pixel-by-pixel, but still maintain a lot of detail, such as the character above. These little characters vary from little chibi-like figures, to more 'humanesque' forms like below.

Screenshot from Pokemon Red/Blue
Because our characters have a 64x64 pixel space, the smaller forms may be not only easier to develop (through its movements and the like) but may give the game a more child-like feel despite the hazards the characters will face within the game.

Below is an example of characters created with a similar base of the bug catcher, but altered and enlarged to create characters we have decided to act as enemies for the game.

Hunter Character  from
Raccoon Mastermind Concept

BeeKeeper Character from
Raccoon Mastermind Concept
At this point, anything and everything is still up for redesign through the collaborative process involved in game creation, but we still have quite a ways to go.

-Stephanie


Saturday, September 21, 2013

UNITY!!!!!!!!!

So I have been neck deep in information of making games with the Unity engine. Seems like every time I finish doing something, like figuring out how to move objects across the screen, I found that there is a much easier way to do it. So, for this week I have slowly made progress and I am able to animate objects and move them, and currently I am working on event triggering and working towards a working prototype of the game or at least a proof-of-concept.

-Mark