Sunday, January 11, 2009

more boss art

Snake Boss

Split Boss

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

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)