Thursday, 5 May 2011

Water Cannon

Found some new inspiration for my primary weapon. Water Cannons used for crowd dispersion by the police are high pressure and perfect for what I want my primary weapon to look like.

Over the weekend I'll work on finalising my primary weapon design and work on my character design.

Different Nozzles

Whilst sketching up ideas for my primary weapon I realised that I'd need some sort of nozzle for the water to come out of, so he's a bit of research I've done into different types of nozzles I can think of that are used in real life.

Fire hose
Garden Hose 2
Garden Hose 3
Garden Hose


Garden Hose 1




All of these hoses are relatively short in comparison to normal weapons in games. I think that when a weapon is smaller it is natural for them to do less damage. A good example of these would be TF2, the primary weapon is always larger than the secondary weapon and always does more damage. The same concept applies to real life, the bigger the weapon the more damage it is likely to do for example a 9mm pistol is less powerful than Cobra attack helicopter.

To combat this I'm going to make sure that the primary weapon for my character is larger than my secondary and melee weapons. Along with this I need to make sure the shape of the weapon or the shape of the character when it is holding the weapon can be recognized from a distance.

Wednesday, 4 May 2011

Octoman Revised



Octoman


Production Phase

Aswell as working on my own concept I have tried to improve my skills by drawing art that has been done by J.C Leyendecker aswell as drawing some quick sketches of my favourite weapons in Team Fortress 2.

This week I'll complete some ideas for weapons, character size, posture, costume and accessories and decide on what I will use for my final high concept design. I have considered including more than one type of weapon in my high concept design and provide details of potential alternatives and secondary fire.

I also thought about how my character could be implemented into a game such as TF2, how it may work and how the weapons could be balanced. I have already made the decision that my character would counter the a character who uses fires like the pyro;



One of my ideas would be the secondary weapon to be a something like a water bottle which would extinguish players who are on fire or perhaps slow them down or hinder their sight for a small amount of time.
I plan to draw my final design in the two remaining weeks.

Thursday, 7 April 2011

Octopus Attack

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.

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;

  • 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
http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf

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.