Showing posts with label Project Odonata. Show all posts
Showing posts with label Project Odonata. Show all posts

Saturday, 31 March 2012

Odonata Dev Blog Launch!

The day is finally here, we've just finished the mad rush setting up the new dev blog for Odonata!




Head on over there for the first early development shots and videos of our game! :D

From now on we'll be posting all the game development over there so this place will stay artsy, and I'll cross post any art for it over here too. Anyway, catch you later folks!

Thursday, 1 March 2012

Odonata Incoming!

Hey folks!

It's been a pretty tough journey game making so far, Ani and I had originally began a hugely ambitious plan to make a big game about 4 and a half years ago, however at that point of conception, neither of us had the technical know-how or the experience to achieve such an ordeal.

Ever since then we've been learning as much as possible to make us battle-ready for game makin'. We've gone through six game engines, four programming languages, massive amount of ideas and eye melting headaches.

With all that learn-work under our belt, we made a scratch start on Odonata at the beginning of this year.

So...at this stage, I feel that we're ready to make a start with posting our development progress, we will be revealing the first preview of Odonata on March 31st!!!

When I say "preview" I mean super-ultra-alpha-alpha, so adjust your expectations appropriately! Haha! We're only two months in this new definitive build of Odonata, just cleared past the early core function/conception stage. Right now, we're trying to get it all together to make it presentable and at least interesting to look at.

At the moment ALL the assets are simple placeholders for now. Crude prototype assets are not pretty, but it's important that we focus on the core gameplay and mechanics. We are artists to the core after all, because of that, the pretty arty stuff is going to be the last thing we will be doing so that game-side doesn't suffer. At the end of this we certainly don't want a pretty game with no punch.

Anyway, we'll be providing more info about what the game is actually about and the game-plan with the preview at the end of the month.

I'll be seein' you in a month! Let's hope we can nail that deadline!

Monday, 19 September 2011

Odonata Asset Spec Test

Just a little asset spec test for Odonata, really enjoyed this! 642 tris, 128x128 texture, 3 hours.

Monday, 11 July 2011

Odonata - Aethena



Sorry it's been a little quiet here, still working hard on the playable prototype! Programming leaves little time for art. :(

Sunday, 1 May 2011

Odonata Stuff + Chaps!

Still going strong on the game progress, will have something to show VERY soon, we are just trying to get to a point where it's worth showing development. SOON, I promise! Some quick environment concepts I did.




Annnd, just a random doodle of some chaps between coding,

Saturday, 12 March 2011

Project "Odonata"


After a lot of people asking what I'm working on, I'm starting to feel like we really need something tangible on this game project we've been planning for so long.

So, we are going to call the game project "Odonata" for the time being...

Anyway, the game will be a 3rd person sandbox strategy shooter. There really isn't any solid categories we can put it into so we are just going to have to go with that description. The game will be heavily based on survival and scavenging in the desert.

For the last couple of months, Ani and I have been knuckling down with the programming, so there hasn't been a great deal of concepts being created, so here is some concepts I did over a year ago! :D



In the next few weeks, I'm going to make it my business to paint a better picture in everyone's mind of the game's appearance, so expect some more stuff soon!