After a quick Google search of the term "airship game" I came to the quick and satisfying realization that my little pet project is among the first 10 images that show up! Stupidly however, I never update this blog, which is imporant because all those images link back here!
I have a remedy for this though! "Airship Game" has it's very own devblog, and a title, "A Nation of Wind". The devblog is being updated frequently with videos, images, and posts about the game, its design theory, and my progress on it!
Check out the DevBlog!
Showing posts with label pixel. Show all posts
Showing posts with label pixel. Show all posts
Saturday, March 10, 2012
Monday, February 28, 2011
"Airship Game" progress!
Gods! Temples! More GUI stuff!
I'm not really sure how I feel about the Wind Goddess up there, I might be working on her some more. Apologies for not updating sooner, my laptop's fan went out, meaning that any kind of prolonged use would have ruined it. I had to wait for a week or so before I got a replacement fan, and I've been ridiculously busy as of late as well. I should have more free time soon though, and then I'll be getting straight back into this!
Saturday, February 19, 2011
GUI progress in "Airship Game"!
Woo! So much progress since my last batch of screenies!
So, here we get a few good screenshots of the current GUI. As you can see, it's still a work in progress, a lot of elements are unfinished or missing, but this is a good start.
At the top of all three screens we have the health bar. Pretty standard. To the left of the health bar we have the in-game clock. This is important, because different structures have different build times, and this allows the player to build settlements, and have a rough idea of when they will be finished so that they can go off and attend to other things.
Underneath the health bar is a bar that changes based on what the player currently has selected. So, for instance if the player is in combat, the game displays the efficiency percentage for the repair, mobility, and weapons systems of the ship. These percentages are based on the number of living crewmembers, but more on that in later posts. This bar also displays the number of resources the player has when building, or the amount of "mana" (I'm not calling it that in the finished product) the player has when calling on gods to perform miracles.
On the right side of the screen we see the Mode Selection bar. Currently, the only mode that shows anything is the build mode, and you can flip through pages to display more unit types. The "Magic" mode will eventually show the available miracles to a player, and the combat mode will allow the selection of various weapon types. You can also minimize the Mode Selection bar.
I will be updating as often as I can on this project, and when updates take too long I'll probably end up talking about design ideas in minutia.
Also, I think I might have a few more followers from a few sources, if thats the case, please post and let me know what you would like to hear about!
Friday, January 7, 2011
Supa Blast O' Naut featured in the one hundred indie games in ten minutes video!
At this point, I liken Supa Blast O' Naut to "The Wrestler". Critics tell you its great, noone plays/watches it.
Thats a bit lofty of course, but still! It's pretty awesome that I got in there! Not only that but I'm one of the first games in it, at number 8! Though I would highly suggest you watch it all the way through, virtually every title is great, and that comes from having played quite a few of them!
Friday, October 15, 2010
The Grand National Championships poster!
Well, it took me way too long to finish this, what with me looking for work most of my time (a situation that has *hopefully* been remedied!), but here it is! The Grand National Championships poster! I'm posting it here before anywhere else so that the guy's at the show will get a chance to proof it and give me any feedback they might be interested in. I'm really quite happy with it for the most part, especially the text, since if there is one thing I will admit to being horrible at, it's typography. The only thing left to do at this point (assuming they don't have any suggestions or revisions) is to reformat this into a usable banner for there blog. That shouldn't be too hard if I'm not mistaken, just some editing and moving.So Corin likes his cheese, Jerrad is apparently the handsome one of the group, and Alistair is staring down my take on A.C.R.O.N.Y.M.
Tuesday, June 22, 2010
Sample images!
Monday, June 21, 2010
Monday, June 7, 2010
Shhhh! Secrets!
Wednesday, April 14, 2010
Ale Label!

Here's another beer label I did. I just wanted to do something that would allow me to do pixels again, since I haven't had the time to do any in some time. I had a lot of fun, but I'll probably revise and re-upload after my professor gives me a critique.
Monday, March 15, 2010
God of Technology
Monday, November 23, 2009
Self Portrait
Monday, October 19, 2009
BattleSoldier Man 3: Rise of the Zombie Cyborgs!
My newest piece for illustration. I wanted to do a pixel piece again, but I had no idea how much of a challenge this thing was going to become. I had to go back and forth between Photoshop and MS Paint, which was ridiculously time consuming. At some point, I'm going to learn a faster way to do this. MS paint is fine for individual sprites, but not for a full fledged finish.
Done in MS Paint, and Photoshop CS4
Wednesday, September 30, 2009
Pixel Soldier
Friday, September 11, 2009
Wednesday, June 17, 2009
2D versus 3D

My first major piece in Illustrator, this piece depicts a battle between three dimensional video game characters and two dimensional ones. It has some issues with composition, but was a great learning experience.
Labels:
2D,
3D,
characters,
illustration,
illustrator,
pixel,
pixel art,
vector
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