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[Dev Blog] Creating gods -Part 1-

This week we’ve been making the concept art of some of the gods that will appear in Okhlos!  Making concept art is one of the tasks I personally enjoy the most. So for me, it was a very good week!

(You can click on every image to see it’s full size)

 

THE RESEARCH

The approach we have taken was initially to research. We spent three or four days getting to know everything we could about the gods. I can’t emphatize enough the importance of doing a good research of the subject you are exploring. We have researched a lot from Wikipedia, but also from Robert Graves’ The greek myths, which is the most amazing book about greek mithology out there. Also, we explored which were the common conceptions about the gods, and what were the popular belief about them.
This research helped us establish a ground to add our own interpretations. For example, Posidon (yeah, without an E) originally was an Indo-European horse god, which later came to the pre-hellenics cultures. That’s why even Athens it’s a port city, they don’t venerate him so much. All of this gave us new material, and allowed us not to drift into the usual cliches about some gods.

When we finished the research stage, first I drew the majority of the gods, in a very quick and drafty way. This helped me establish an aesthethic line, and the common things which all of the gods will have. This gives coherency between the gods, even when they are not ment to be together in the game.

(Click in the picture to enlarge it!)

As you can see here, there are some patterns that were early established in all of the gods. Also the robes were an important element from which I could part from. These were not definitive, or made with much love, these were quick sketchs, so I spent a lot of time thinking, but not a lot of time drawing, or caring about anatomy or other stuff.
Finally, the best part, making lots of drawings.

ARES

I already had Ares from a few early tests, which coined what could be the god aesthethics.

(Click in the picture to enlarge it!)

I started drawing Ares with different kinds of helmets. Also, I made him very short and kinda fatso. I was thinking of a sort of Gimli/violent dwarf thing. Later, I stilized him. Also, made his tunic to cover him more, so that it could cover some things for the animations.

 
(Click in the picture to enlarge it!)

ATHENA

Athena was the second god I approached. The complexity about her was very much how the Peplo would interact with her. Should I base the design in the classical peplo/maiden, or should I invest her more as a warrior?
Finally, I haven’t make the choice yet, but I’m feeling very fond of the color version. It’s simple and very clear about her.
(Click in the picture to enlarge it!)
In my first attemp, I tried to change the helmet to a very different thing from the classical statues. It turned out it didn’t work very well, so I based the rest of the designs into the classical helmet.
Also, I dont have a clear solution to the Aegis yet (the shield). I guess that it will give me a lot of work in the future to figure it out.

APOLLO & ARTEMIS

The olympic twins brought me some challanges.
First, I picked up what I drew first, which was very cartoony, and stilized it a lot. I liked the cartoony look, but we wanted more solemne presence for the gods.
Also, I wanted to emphatize the fact that Apollo is in some way, the same god as Helios,  the sun god. So I made some kind of wrist with the sun emblem. But the problem was that I had no intention in making that kind of avatar simbolization into each god. I drew some versions of Artemis with the same concept in mind (but with the moon, as she was the reinterepretation of the triple moon goddess maid-woman-elder).
(Click in the picture to enlarge it!)
As for Artemis, I took the bow to be a lot like the usual RPG super bows, and added some manga style to it. It’s not finished yet, but I think it’s going in the right direction.
Also, I didn’t want to give her a too much of a sexy look, so in the majority of the cases, I tried not to emphasize the boobs too much. The last version shows Artemis as a roguelike archer, maybe it’s cool, but it’s not the right choice, unless we give it a lot of context.
(Click in the picture to enlarge it!)
I had to work Artemis and Apollo as an unit, so i made a lot of ctrl + tab between the files. Finally, I think the toga version, and the wrist version could work with any of the other Artemis.
Also, a lot of Apollo representations were with him naked. And he is like a simbolization of perfection and male beauty, so i went to the censored version. In the game, it would have a black square, like in the concept. We think it’s cool, but it pushes to make it to other gods as well, and the joke would feel over used later in the games.

 

Hope you liked it! Any feedback would be greatly appreciated!
And don’t forget to suscribe to our RSS to keep you posted to our news and updates!
Come back next week for the second part of creating gods!
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[Dev Blog]Defining levels

After our last week post, we set up what will be the general layout of the game.

 

Okhlos will be based around the gods you will be fighting. Each section of the world will have mechanichs accordingly to each god.

For example, in Sparta, the main god will be Ares, the god of war. You can expect things to turn a little violent while you are there. In other regions, like Athens, there will be much more brain teasers for you to work out.

 

Basically, each region will have it’s own challenges, for you and your angry mob to work out.

 

To give you an idea about how big the gods are, here is a comparative between Ares and a common philosopher

                  

(note, Ares has no shadow yet!)

It took us about a week to establish each god and what will be the challenge, and now we are starting the art concepts to be able to design the levels.

In the meantime, we are also integrating a plugin to be able to persist the mob between levels. We are using Unity Serializer, which can be found here.

 

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[Dev Blog] Prototyping different gameplays

As for the past weeks, we’ve been exploring different alternatives for Okhlos’ core gameplay. We had started to feel that the game was not fun enough, that our core gameplay was not strong enough support a whole game. So we tried to fit the game into to a single genre, to make the design decisions easier and rely on that genre’s core mechanic. We parted from the concept of an Angry Mob. What can we do with it? What would and angry mob rhythm game be like? And turn-based strategy angry mob game? As part from that concept exploration, we came with two main genres.

Beat’ em Up

One of the things we want to do with the mob, its to make a visceral action game. We want to transmit some kind of funny violence using the whole mob.
We thought of the Beat’ em up genre, because it was a good conductor to let the violence loose. The main problem with this was that the whole gameplay started feeting repetitive after a while, and we were losing a key element that was constantly adding people.

Also, some playtesters felt that they were very restricted. The game takes place in a corridor so the map exploration element was lost.

 

Stealth

The other idea was to make a stealth game. The concept was much more elegant than the previous one, the user is constantly adding people to the mob, and avoiding cyclops patrolling different areas. The objective was to add a certain number of people to the mob. Adding more people incremented the difficulty of controlling the whole mob.

We had two main problem with this approach. First, it wasn’t very original (none of the two were), since we are using a formula. And second and most important, was that we had lost the “create diverse mob” factor. We started the game with the concept in mind that every mob should be different, according to how you are playing and the choices you are constantly making. Making a stealth game didn’t fit very well with this part.

 

 No genre!

So, finally, we decided to let go of genres, and go back to a simpler concept. Little procedural cities infested with enemies, units sprawling all along the map. We felt that it was fun. And it felt good. Also, the playtesters liked it more.
We realized that he have fallen into the good old pitfall of losing objectivity about out game mechanics.Having tested the game for so long, playing the same levels over and over again, had in some way ruined our own discernement of fun from the game.
The game will be much more open now, no genre based. And each stage will have different challenges. We have a lot of design choices to make yet, but we feel that we are in a much better state than before making these experiments, that gave us some experience in the fields we aproached.
Also, we have no idea where the game is going, hence so much potential!

 

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The new edition of Gravity Fleet is out! (Finally)

The new Edition of Gravity Fleet, it’s finally out! And it’s FREE!

In this Enhanced Edition, you will found new items, more levels, more ships, tweaked graphics and overall optimization.

 

What are you waiting for?

 

 

Grab it now!

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Down for now :(

Maybe you noticed that Gravity Fleet it’s not in the appstore anymore.

That’s because the game was very buggy, we were forced to give compatibility with a lot of devices that we weren’t intented to give, and because we had an extremely disastrous launch.

The good side of this, it’s that we are launching a new edition of the game with a publisher! The new “Enhanced edition” will have tons of new content, new levels, ships, characters, but more importantly, enhanced visuals, animations, new gameplay, and a new user flow that will make the experience much better than ever.

Add to that an almost ‘bug free’ version, and 9 languages to support!

We are very optimistic for the new edition, hope you too!

The enhanced edition will come up at the end of the month.

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The new update is out!

The new version of Gravity Fleet is out!

We had a lot of problems with different language bugs, and the iPad 3 compatibility. But that’s far from us now!

The new update have a lot of bug fixing, new gameplay tweaks to make the experience even better, and a hole new episode to play!

 

Give it a try here!

http://itunes.apple.com/us/app/gravity-fleet/id510094554

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