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Faye Valentine - Cowboy Bebop
Finally finished this piece I never finished🖤
#art#anime#pixelart#cowboy bebop#anime fanart#pixel art#faye valentine#gamedev#gamer#game design#game#gamergirl
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Faye Valentine - Cowboy Bebop
It’s been a while…
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Naruto
#pixelart#pixel art#art#artists on tumblr#fanart#anime#naruto#game#game design#gamer#gamedev#anime fanart
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Zero two - Darling in the Franxx
#art#pixelart#anime#pixel art#fanart#artists on tumblr#zero two#darling#darling in the franxx#gamedev#gamer#game
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Gojo - Jujutsu Kaisen
#art#pixelart#anime#jujutsu kaisen gojo#fanart#anime fanart#gamer#gamedev#game design#pixel art#game#artists on tumblr
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Kakashi - Naruto
#art#anime#pixelart#kakashi hakate#naruto#gamedev#gamer#pixel art#game#game design#fanart#artists on tumblr#fan art
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Touka - Tokyo Ghoul
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Haven’t posted in awhile but here’s something I worked on last night! I’m really happy with how this turned out😁
#anime#art#pixelart#attack on titan#shingeki no kyojin mikasa#mikasa ackerman#gamer#top 10 waifu#fanart
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Outcast Major Dev Update
After some very useful feedback from our milestone build we have decided to completely revamp the hub world and have a central area whereby all of the other hub areas will connect to, this is the central hub. This is now the sole place the shop will be available and the saving mechanic we will be adding will also be located.
The hub state system we have in place is now handled by a game manager that not only tracks the skills and currency the player has obtained throughout the game but also the bosses the player has cleared which will in turn change the hub area to the next world state.
We have a hub tutorial in place which teaches the player the basics of the hub world mechanics and also the combat tutorial is also in the works which will be added to the build by the end of the week.
The 3rd boss we have called Eerie is completely playable. All animations are in the build and will have the correct damage values assigned to the relevant attacks. This boss will remain a WIP for the time being as myself and the team decides the best mechanic we want to employ for damaging this boss. More details on that will be provided soon.
There have been a hole host of bug fixes across the board which have helped polish the game, including collision issues in the hub world and some boss fights, skill tree purchasing issues, dialog system tweaks to show player name and icon when player is speaking, camera fixes in the hub world, changes to the shield mechanic for Momo (2nd boss), animation fixes in the hub world and also revamps to all existing hub areas which include new particle/post processing effects, layout changes and the refinement of the 3rd hub area where the player will meet Eerie.
We have hit major strides this week in the development of the game and we will look to have the 4th boss playable in the coming weeks as the animations are developed for it.
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Outcast Milestone Update
We have achieved our milestone of having 2 bosses implemented into the game. We have submitted this build of the game for review and are enjoying a week long break away from the project.
We will begin development again next week. We aim to have an additional 3 boss characters, new skills for the player to purchase, new hub areas, new NPC’s and other new gameplay mechanics. We are on track for a full release in June and will be putting up a steam page for the game well in advance of release.
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Outcast Update
I haven’t updated in awhile, been a very hectic few weeks with the project and having other deadlines to meet outside of the project.
This is where I am up to today: Momo Has all of his attack with damage values assigned, Knife mechanics are implemented here so the player can refresh their knife pickups mid fight. The tongue script is still broken and ive spent many hours now trying different methods of fixing it (issue is the players scale is changing size when being dragged by momo’s tongue, this is very broken at the moment.) I have the support of the team here and my other programmers are taking a look at this to try and solve the problem. I suspect the tongue animation will have to be redone so the scale value on the tongue isn’t being changed, only the x and y positions.
I’ve added Ygreet who is a new NPC into the second hub area with all the correct dialog lines. There was a very major bug here that arose from one of my programmers adapting the dialog system code to work in the cutscene. This caused the dialog to skip on it’s own when in the hub world which caused sentences to merge together becoming complete gibberish nonsense. I managed to fix this after a couple of hours of head bashing, the issue was that the script wasn’t properly distinguishing between what dialog derives from the HUB area and the cutscene, so I changed some of the code to fix this. There was also an unnecessary line of code that was added causing skipping issues in the hub area, so I isolated this line off to only pop when the scene is in a cutscene and not the hub. This thankfully fixed the problems with the system.
This final week I am fixing various bugs and issues currently in the game such as buttons not working during pause when the game is built (this works in editor however), collision issues in the HUB world, aswell as tweaks to balance in Momo’s level.
I’ve recorded a short demo of the game which will soon be posted on YouTube so look out for that one!
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My take on kaneki in pixel art, I hope you all like it!🖤
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Week 12
This week I have animated the second bosses jump attack and he will now land and jump back to his original position correctly. I have also animated the tongue attack to reach out towards the player position. this attack will be a high attack covering the upper areas of the players movement.
I have also reworked the second hub area according to the redesign that was proposed a few weeks ago. I’ve added in all of the new assets that I was given into the unity engine and put these in areas according to this plan. I’ve also added in the prophet NPC with his idle animation. His dialogue is yet to be added however as he is tied to the save system we will have for the game.
I have made general fixes across the board also. At this stage for myself and our other programmers, we are mainly polishing what we have so as to make our milestone build submission as playable and stable as possible.
This coming week is going to be our Christmas break so no work will be produced this week.
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Week 11:
I’ve been working hard on Outcast and the animations for the 2nd boss fight in the game are finally fixed so they are now in the game and linked up to the boss character. There is still some work to be done here such as animating the jump attack to where the boss is supposed to land aswell as making the player stick to the bosses tongue. These will be worked on next sprint.
I’ve also been working on putting all of the UI in the game which includes the health UI, dialogue UI and pause menu screen UI. All of this is in the game and working as intended.
After some feedback from a few play testers I’ve also been tweaking the player controller. I’ve added the second attack animation to the player so now the player can use a 2 hit combo, but I’ve also increased the speed of these attacks drastically so the gameplay feels much snappier. I plan to make the camera shake a small amount when the player lands a hit to make the attacks feel weightier. There’s still some tweaks to do here but they will come after more testing.
There have been another round of bug fixes this week involving fixes to the hub area transfer causing the 2nd areas dialogue and pause menus to no longer work as well as some more parallax environment fixes.
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Week 10:
This week I am experimenting with sounds in the game. I already implemented a looping seamless track into the games main menu screen and is linked to the audio mixer in the game so the player can turn the volume of the music up or down in the game!
I’ve fixed the player issues in the hub so the movement is normalised (no more quicker speeds moving diagonal directions) and fixed the strange collision issues which was causing the player to move on their own if they collided with objects a certain way.
I will be looking at getting the UI elements that have been produced into the game so this includes most of the main menu elements, combat UI and hopefully the dialog UI if this is given to me before the end of the week.
Our second boss Momo will have his animations in the game this week after a delay involving issues with the sprite sheets for Momo being fixed. I will be linking these up to an animator and ensuring they move in the correct relative to the player.
We are hoping to get the second boss (Momo) polished by mid January to keep us on target for our full release in June.
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Week 9:
The combat is getting closer to the point we are as a team happy with. All player animations are in the game and linked to the player. Damage is dealt based on the animation and not the previous cooldown method we had in place. Throwing knives are a respawnable item that is picked up close to the boss, mechanically this is there but we are wanting to make some kind of animation instead of a physical timer on screen.
The hub has finished the rework and is feeling much better. I will be making the 2nd hub world state this week which includes importing the 2nd map and further NPC’s aswell as the 2nd boss Momo. I will rework the player script in the hub to work better here as at the moment there a few bugs with this that need ironing out.
The 2nd boss fight scene will be setup this week also which includes setting up the backgrounds to go with it, butting the player in the scene, putting Momo our 2nd boss in the scene with some animations linked aswell as appropriate scenes being linked to the appropriate levels.
The player will have the first iteration of the skill tree implemented this week for testing next week.
Ui elements will be produced ready for import and the hub assets will continue to be worked on to give the 2nd hub state more variety.
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Week 8:
A very busy few weeks ahead for the team. Our first boss is still not at the point we believe is perfect, but we have made great strides to improve every aspect of this. We have now developed more animations for Mani our first boss, 2 of which act as tells for the boss before they do a specific sequence of attacks to give the player a chance to learn combinations. There is 1 more animation which is a third attack that can hit the player at mid height.
The player has been much improved with a complete redesign and has the entire set of combat animations ready to link to the player attacks, with run, jump and crouch already linked and working nicely. The jump has also been further tweaked so it feels snappier yet again.
We’ve changed the knife mechanic in the game, so the player has a limited number of throwing knives but the level will spawn refills the player can collect at different intervals during the boss fight. The player can not only cause damage with these knives but also block/parry the boss characters mid attack which can give the player a window of opportunity to get in close to the boss for a melee attack.
There is a new boss mechanic which prevents the player simply running into the boss and spamming the attack to beat the boss. The boss now has a shield ability that activates after a couple of seconds of the player being in melee range of the boss, this force field severely limits the damage the player can do, and may damage the player if the player touches it. This needs outside testing still to make sure this feels right but it’s a positive step.
We’ve had a couple of role changes and now our new hub world artist has produced the 2nd map as well as a number of decorations for the level. One of our boss artists have been working in animations for the second boss, designing attacks and developing the prophet NPC. Our environment artist has finished the second environment n has been working/designing UI elements for our game.
The hub world will be reworked so it will be much smaller, have a clearer progression from the player spawn to the boss character by using the environment to lead the player and NPC’s leading to the boss which act as a bread crumb trail to the first boss of the game. The dialogue for the NPC’s have been written and will be added to the game in the rework. There will also be multiple bug fixes regarding collision and player movement in the hub world.
Our other programmer Matt will be working on a player skill tree aswell as linking player attacks in the combat scenes.
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