Tuesday, October 14, 2008

New UI


Redesigned the UI yet again.  Everything is more transparent to allow players to see through the UI rather than get distracted by it.

Monday, October 13, 2008

Triangle Drop

Idea for powerup/special feature: when at max triangle ammo drop all triangles around you at once.

Outline before dropping


After dropping triangles

Currently players find that producing lots of triangles at once only enables them to capture quick moving enemies or keep enemies away momentarily.  This would create a temporary shield and capture anything nearby at the cost of losing all triangles at once.

Tuesday, September 16, 2008

cleaner "how to play" screen

new

old

one alternative to the some what messy yet inclusive "how to play" screen

Sunday, September 14, 2008

game over screen


New version (top), Old version (bottom)

I've had to update all the Trino UI graphics into an HD friendly format. After re-making the winning game over screen, and needing a higher resolution (HD), I decided to re-make the game over screen that players see after loosing the game.

Sunday, September 7, 2008

different backgrounds

1st level (level 0 internal)

random pattern - 1st level (level 0 internal)

2nd level (level1 internal)


3rd level (level2 internal)


Seems that very iconic stuff is a bad thing (like the level shape). the original hex pattern is ideal because its a pattern with small repeatable shapes.  Also what really works is placing stuff either in the center of the texture or the corners (since the background is tiled)

Thursday, September 4, 2008

little flash experiment



[check it out]

I recently started picking up flash (after a long haitus since flash 8) and decided to try out rendering stuff. So here's that battlefield i made back in april (http://robotivan.blogspot.com/2008/04/first-post.html)

Friday, August 29, 2008

new boss for trino



Here's a collaboratively made end of game boss character.

Thursday, August 28, 2008

new game over - win screen






new screen + old screen

Been meaning to replace the old game over screen made back in may.

Tuesday, August 26, 2008

Another UI iteration



Issues to address:
  • show players that they have triangle "ammo" and can make shapes/triangle fans (far right)
    im hoping the small bar at the top visually communicates that there's a connection between the EP bar and the triangle ammo
  • get players to notice time (i hope its visible)
  • make "lives" clear
Removed the "Lv7" or character level title from the EP bar.

Debating on whether or not to make each character level reflected in the triangle ammo. First game level requires 2 triangles. so maybe show a square?

Saturday, August 2, 2008

More Trino tshirt fun

Here's a bit of fun I had with the Trino logo for the tshirt. Guess i got bitten by the print design bug.  Finally got around to getting some descent silk screening supplies so i think i'll print some myself haha :D





UI mockups

Trino's UI needs changing. here's some mockups


replaced "points" with "# of triangles" in top right.




moving everything in priority to a top bar (lives, time are important, followed by everything else)

Wednesday, July 30, 2008

Trino tshirt graphics

Going to make some Trino tshirts. Preliminary tracing and color separation work for two characters.

Main character: "Trino"

Enemy: "White Whale" or "Sushi"

Enemy: Point Eater


Enemy: Squishtard (from Trino pre-alpha "Moi Moi")

Enemy: Player Eater

Post a comment if you want a tshirt (size, character)

Friday, May 2, 2008

About me

Since this is my first blog (i've been using the internet since 1993 -_-) i figured i'd throw up an 'about me' post for those that do find this blog. but i'm lazy so you can check my about page on my website: http://www.ivanortega.com/about.php

Wednesday, April 30, 2008

super low poly soldier



Forgot to post a soldier model i slapped together for fun. I tried to be as low poly as possible but still have enough for proper skinning/rigging. Texture size is 10KB with 8 colors and 64x64 pixels.

First post


After using blogger for keeping track of a game project (Trino!) I finally broke down and created one for myself. Its basically a lazy way for me to post new art or small game projects without touching my portfolio website. So without further ado, some art:




This is a small environment I created literally in 14 hours. It was engineered to fit within the DS hardware spec: fit inside 512KB texture memory (2 textures of 256x256, 16colors at 76KB total), function without texture filtering, and under 10K tris.