My first game vlog in 18 months. Time lapse of asset creation for my iPad app Alien Worlds Explorer: http://youtu.be/eQKrAi4ckZM
My first game vlog in 18 months. Time lapse of asset creation for my iPad app Alien Worlds Explorer: http://youtu.be/eQKrAi4ckZM
Ghostwheel Games and A.W.E. are now on Mod/Indie DB: http://www.indiedb.com/games/awe-alien-w
I got the first proper alpha code from Aquin for Alien Worlds Explorer! We have colour and landscape randomization as well as dragging and scaling. Look for video when the new website launches.
I haven’t been this excited about the future of Industrial since I first heard The Shizit’s “Gak Bitch” over 10 years ago. In the late 90’s and early 00’s, The Shizit, Atari Teenage Riot, The Mad Capsule Markets, Celldweller and Pitchshifter all were pushing Industrial in to new exciting places. At least, they should have. Unfortunately, all these great acts and JP Anderson’s (of The Shizit) subsequent project Rabbit Junk couldn’t dislodge Industrial out of it’s inbred EBM rut. In fact, Anderson did all he could to distance himself from Industrial, including trying to make up a new genre, “hard-clash.” ATR tried to call it “digital hardcore.” They only served to splinter and dilute their mindshare and push themselves into an even more obscure niche, losing a lot of traction with Industrial enthusiasts and a potential audience.
Maybe things are changing. It’s certainly well past time to end this insane post-modern genre-hairsplitting. Lately Cyanotic, Rabbit Junk and Celldweller have been playing shows together. Perhaps the pieces are all falling into place. A younger generation is paying attention. The old EBM crowd is at last hanging up the vinyl pants and moving on.
You can add Thot to the list of acts shuffling the EBM geezers off to the retirement home. Their new album Obscured by the Wind is a nonstop party, yes I said party, of sound that makes you want to jump up out of your chair and thrash about. If Cyanotic is heavy and angry, Thot is bursting with an almost cheerful and positive energy. This band is loud, noisy and just want to have a good time. I suspect the gloomy among you are like “oh no, I want to listen to dark dismal, angry music - I don’t want to lose my edge.” Well get over it or miss out on some fucking fantastic music. The layering of electronics and traditional rock instruments is smart, sophisticated and incredibly slick and yet it retains the looseness and energy of a live performance. They also avoid the repetitive nature of electronic infused Rock; the music constantly evolves and mutates throughout their compositions.
The heavy French accent of the vocalist only serves to add to their charm. And as with many non-native English speakers, their lyrics have a skewed take on the typical metaphoric conventions inherent to Rock music. The oddness just adds to the freshness of their sound.
Some of the highlights are “Take a bow and Run,” “Ortie” and “Solid Insecure Flower.” Even the slower tracks like “Blue and Green (are melting down in a seed)” and “The Hour Speller” have a compelling intensity and never wear out their welcome. The title track, “Obscured by the Wind” is just under 6 minutes long but seems at least twice that. This is not a criticism though, they just pack a lot of sound in a very short span of time. It’s easy to get lost in the instrumentation of these slower arrangements - but not for long as they are soon kicking your ass again with another get-up-off-your-ass rockin’ track.
Nothing is perfect though. “Moved Hills,” an otherwise spectacular track, suffers with some unnecessary and cheesy quasi-oriental flourishes and samples. The hard hitting “Spellbound Fields” is also saddled with some cliché background samples. Fortunately those come and go and do little to undermine the strength of the track. These are quibbles though.
This is a fantastic debut album and makes me very optimistic about the future of Industrial (and for lack of a better term, Industrial is what we have to work with, like it or not). Thot are awesome and among a vanguard of new Industrial music.
You can listen and download more of Thot’s on Bandcamp: http://thot.bandcamp.com/
I'm working on a new game - a hidden-object/escape-the-room one. Zlythy is taking a rather long time (I'm not abandoning it though) so I'm doing a much smaller, shorter game. At the moment, I'm in the design stage - sketches, puzzles and music (4 tracks so far). I'm shooting for a release at the beginning of April. Here's a little teaser image:
My quicky thumbnails might be a tad too crappy. For one thing, they are only the most minimal planning for a design. One of the things I've learned is that a little bit of advanced planning goes a long way. I really should spend a bit more time on them as it would save me time in the long run when modelling and texturing. I ordered a book on digital painting techniques and today I spent a couple hours with it working on speed painting. Look for some much better concept paintings in the near future.
Generally, I don't do really polished or complex concept art. As it's only for myself, I don't have to make it all that detailed. I'm not following the "next gen" asset pipeline (high res sculpt for normal maps, low-poly models for in game). The way I'm doing it is more old-school. This works fine because I'm going for a simplistic, clean style that is low on detail. I generate all of my normal maps in GIMP with a handy plugin,. Is this the best way to do it? I have no clue as I've never created a game before.
Anyway, here are some quick thumbnail sketches I did in MyPaint for one of the NPCs that appear in the game. I worked from the lower right to the upper left - looking for a style that fits in with the rest of the game. I settled on the spiky-haired one with the check next to it. I like that he has that fat, happy cat look but still a bit feral. Yeah, it's not the spectacular concept art you see for most games but it doesn't have to be.
I'll probably do one more sketch to get the body shape worked out better.
I remodelled a number of assets as the originals had an unneccesarily high number of polys. There have also been two big conceptual changes for the world of Zlythy. One is the addition of NPCs and the other is that all the different levels are now part of a single, unbroken island. To show that I'm actually doing stuff on the game, here are some early development screenshots from UDK:
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