another title screen for trino. maya high quality screenshot + after effects + lightroom (with marginal help from photoshop) I needed this screen to do 2 things: be totally awesome and remind players of something new. We'll see if it does both :P
I was messing around in maya trying to come up with a new chapter title and playing with the hypershade way too much. Four lights hitting 3 different spheres with transparency and specularity. go realtime hardware rendering! I should mention this is the latest iteration of Trino evolution form 2. There's now upwards of 17 different Trino forms.
After finishing up the third boss, I realized that the 'game over' loosing screen still had the first boss. Here's the new game over screen. Like before, i tried to hide just enough of the boss's detail yet still making it look evil. Not sure about the text but, meh, its 5:37am, need to look at it with clearer head later.
Trino needs a scalable level select system. After team discussion we decided to build a whole new menu system. This is an extreme mockup using loads of bloom+vinette, blur, and the old backgrounds from the postcard and original trino hexagon background. Its slightly related to the previous idea i had back in january of trino in the UI itself. The last evolution shape you played as will be shown in the main menu system.
not sure what these are for just yet, but i decided to model them. always liked trilobites and since trino is inspired by skates and manta rays, it makes sense to blend the 2.
I'm trying to figure out a proper in-between mesh for trino. Its possible that we might cut back to 4 evolution forms instead of the 7. Originally I had modeled 12 different forms but nothing comes close to being a good blend of 2 from left and 4 from left.
[1] Trino before capture (no white robotic shackle) [2] Trino after capture with shackle [3] a rough mesh [4] current 5th evolution form [5] current 7th evolution form
Spent some more time today on the card. In previous posts, the backside was white with a small summary of the project. However since this would probably be a download-only game i took the chance to create the back cover art mixed with a project description. and yeah the logos at the bottom would be replaced in the real cover art.
Here's a very rough concept i had for the main menu interface. Trino's evolution form since your last play session would be represented in the main menu. This would also bridge the menus with the start of gameplay. Had a bad case of artist block while making this -_-"
Haven't updated in a while, decided to throw up some in-progress boss concept art. I feel like taking this series of boss characters into interchangeable parts to emphasize their robotic nature. The most evil creatures in games are usually the bosses, but they also are a reflection of the level or chapter. More on the way