Monday, February 14, 2011

Logo/Title Screen

Well, I've created a title screen for IAM, and I rather like it. I used the font Evanescent. Personally I'd love seeing this one whenever I start the game.



I also drew a protagonist by hand (traditional drawing is not nearly my greatest skill!). This is pretty much the appearance I'm going for; (s/h?)e doesn't look like anybody in particular. I want my character to be distinct, that's definite, but I don't want it to look like anybody too specific, again.
The character is a hard working subconscious. I'm going to try making more like these, maybe make a male and female subconscious with somewhat different attributes? One is stronger, one is faster, etc.? One belongs to a construction worker while one belongs to an artist? I'm really not sure of if I can create unique enemies for each character in the game, or even unique levels for each in that case. What I probably can do, however, is create enemies that are more vulnerable to the attacks of one player, which are pretty much representative of problems that'll strike one person harder than they'll strike another.
Another goal is to create characters that represent different feelings well, I'm still thinking about good personnifications for guilt, regret, fear, shyness, etc. Perhaps starving dogs could represent guilt? They'll follow the player around, contstantly biting, never leaving. That'd be pretty interesting.

Wednesday, February 2, 2011

Facebot born of Blender

Well, I've decided to give Blender a shot for making the Facebot. I like the results so far!
Now I need to work on animating it properly. I think I'll make the legs stick out of some sort of box, and then I'll make some sort of joints.

Monday, January 31, 2011

Facebot

I've begun work on an enemy I'm calling the Facebot, which is to represent the similarly named social network*.

Here's the first sprite:

It's still a WIP.
I'm going to try vectorizing the image, on the right is a (rather sad) early attempt. I seek a program like Vector Magic, but free. All I want to do is plug an image into one end and receive a smoothed out Facebot on the other. In all honesty, I'm too lazy to learn Incscape. I'd appreciate help with regard to fixing this up. Or I could just take screenshots from Vector Magic, mass convert them to PNG and use those. Whatever works, I'll know in short order.





*I love Facebook, don't get me wrong, but for a lonely person, that place is pretty awful.

Wednesday, January 26, 2011

Time to begin

Hello there, and welcome to the official IAM development blog! My name is Jourdan Cameron, and today I'll be showing off some of my artwork in addition to explaining just what IAM is.

IAM, or In A Memory, is a game idea I've had for some time now. It's going to be a game about loneliness, and combating it.

gameplay
Initially, this game will be a rather simple 2D fighter, made with OpenBoR. Later, however, I intend to use the graphics from most of the game in an RPG.

graphics
The graphics are inspired by such games as A Fading Memory and Limbo, though I'm intent on having somewhat more colorful graphics. I'm currently using GIMP to create graphics, and I'm learning Blender, and I may use that to program to make objects in the game.
Here's my WIP title screen/first level. It's not nearly completed, I warn you.

I intend to create antagonists by personifying negative feelings, like doubt, shyness, fear, etc., and also by using social media giants as enemies. The reason for the creation of the latter is because to a lonely person, social networking sites can be pretty painful to use; imagine having 1,000 friends that you're pretty sure don't really like you! The irony is beyond words.
Right now I'm creating one of those enemies; I'm calling it the Facebot. It's being created, I intend to unveil it at a later date.
I still need to come up with an idea for a protagonist; said protagonist must be rather nebulous, anonymous, defying description. The reason for this is because this protagonist represents a person's subconscious will; thus, it can't look much like anybody in particular. It needs to be a silent, yet powerful force, just like electricity. We don't really know its true form, yet we depend on it every day.

goals
By the end of at least February 2011, I want to have the Facebot, protagonist, and title screen finished. I also want to get a start on things like music, licensing (I want to use a modified Creative Commons license), and the interface.