Thursday, 7 April 2011
F.L.U.D.D
In an attempt to come up with ideas for a water based weapon I remembered F.L.U.D.D from Super Mario Sunshine which was released in 2002.
When it F.L.U.D.D first appeared it wasn't so much of a weapon, F.L.U.D.D had different nozzles for different things, there was a turbo nozzle to make mario run faster, a hover nozzle to make mario hover, a rocket nozzle to reach higher areas such as roofs and a squirt nozzle which was primarily used to clean Goop off buildings and roofs. The squirt feature was introduced into Super Smash Bros. Brawl as an attack feature although it wouldn't do any damage it would blast enemies away. F.L.U.D.D was also chargable, the longer it charged the higher the power of the blast would be.
I want to incorporate some of the ideas and functionality that F.L.U.D.D has into my weapon design, for example blasting water at the floor will be able to get the character onto higher levels and objects. If my weapon was to squirt water as an attack it would have to do damage, unless it acted as some type of secondary fire for the primary weapon.
When it F.L.U.D.D first appeared it wasn't so much of a weapon, F.L.U.D.D had different nozzles for different things, there was a turbo nozzle to make mario run faster, a hover nozzle to make mario hover, a rocket nozzle to reach higher areas such as roofs and a squirt nozzle which was primarily used to clean Goop off buildings and roofs. The squirt feature was introduced into Super Smash Bros. Brawl as an attack feature although it wouldn't do any damage it would blast enemies away. F.L.U.D.D was also chargable, the longer it charged the higher the power of the blast would be.
I want to incorporate some of the ideas and functionality that F.L.U.D.D has into my weapon design, for example blasting water at the floor will be able to get the character onto higher levels and objects. If my weapon was to squirt water as an attack it would have to do damage, unless it acted as some type of secondary fire for the primary weapon.
Wednesday, 6 April 2011
Monday 6th April
I have been brainstorming some ideas over the last week in an attempt to finalise what type of character I am going to design. I have came up with a few requirement that I want my final character design to meet, these are;
I found an interesting pdf from Valve about Illustrative Rendering in Team Fortress 2, although the majority of the content is about the rendering of the characters the pdf does touch on some of the art style and illustrative techniques;
- 3 Weapons
- 1 Primary, 1 Secondary and 1 Melee
- The sillouette of the character has to be recognisable and unique
- Water based weapons, attacks and design
I found an interesting pdf from Valve about Illustrative Rendering in Team Fortress 2, although the majority of the content is about the rendering of the characters the pdf does touch on some of the art style and illustrative techniques;
Although some of the points made refer to the 3D Rendered model of the character I am going to try and incorporate similar features to my final design.
I have been practicing drawing some of the 20th century commercial illustration art, I think I've managed to understand the style and I think I am equipped to replicate some the style in my own designs now. I'll be designing 3 weapons over the Easter Holiday.
Subscribe to:
Posts (Atom)