Sep 4 2009

Ceto, the Serpentine Sea Monster

Time for the final update of the week. Today we get to enjoy the artwork done for Ceto, the Serpentine Sea Monster. For people not well-versed in greek mythology here’s a short summary from Wikipedia:

Ceto, was a hideous sea monster, a daughter of Gaia and Pontus. She was the personification of the dangers of the sea, unknown terrors and bizarre creatures.

concept_cetos_01

Ceto is mostly famous for being sent by Poseidon to kill Andromeda. The mission was a failure though as Ceto was slain by Perseus. Don’t worry though, Ceto is plenty alive in our game and you’ll have a chance at defeating this legendary monster.


Sep 2 2009

Documents and music concept

Today we finally put together our design document, which is good to have around in case someone is wondering what we are doing. Sometimes we wonder that ourselves. Haha.

As we promised last week: here is some concept music for you to enjoy.

Just to make sure this post doesn’t go entirely boring with no images; here’s a cleaned up version of the Spearhead Entertainment logo provided to us by Little Cloud.

spearhead_vilde


Aug 31 2009

Gameplay and puzzles

Guess we haven’t talked much about the game we are making yet. To make a long story short it is basically a storydriven puzzle game. The gameplay is based on Taito’s Puzzle Bobble (also known as Bust-a-Move).

Below are some gameplay planning documents that have been done for the game; nothing fancy. Apologies to any color blind people trying to view these, it might be difficult to discern certain colors. The full version of the game will account for people with color blindness.

puzzle types, info

puzzle types, chapter 1


Aug 28 2009

Planning and researching

This week has been filled with a lot of planning and researching. One of the more important things have been looking at are the technical limitations of iPhone. To our surprise it appears that iPhone handles alpha blending a lot better than alpha testing. Other things that we confirmed is that the iPhone is very sensitive to the amount of draw calls you give it. So basically putting everything on as few textures as possible and merging meshes is a must. Luckily Unity simplifies the latter for us quite a bit.

On the graphical side we’ve been producing quite a few storyboards. Here’s an example:

chapter 1 - storyboard 1

There’s also some graphical and musical concepts being done. We’ll try to get some examples out during next week hopefully.