Citylevel progress

Hello!
Here’s a quick update on the progress of our game. We have the general layout finished for our first larger area and wanted to share a sneakpeak of how it looks now.

Our first in-game screen shot

We have really been focusing on creating 3d content; buildings, streets, props, characters etc.

With inspiration from Team Fortress 2, Ren & Stimpy and a healthy dose of classic Hanna Barbera, we feel we have found a style for the game that we like. This is still work in progress of course and we still need to create a lot of content. Nevertheless, we’d like to share our progress.


The images show progress on the city backdrop and we have several other areas planned for the release, such as deserts and of course the evil lair that houses the games main villain. The different areas will support varying gameplay types – the city has wide streets and squares that work well for an arena shooter, while other areas will have a tighter layout, creating a more focused gameplay style.

Our hero, in three dimensions

hero_desktop

Here’s a special treat for you – a render of our hero in glorious 3D, that also happens to be a fine desktop image for your home computer! Just click the image to see the full resolution, after which you can enjoy his tight pants on your desktop wallpaper every time you turn on your computer from now until eternity.

There are a few more polygons in this model than in the one we use in the game, as to smooth the edges out, but the fine details are still made up of normal maps, so it’s pretty close to what you’ll see in-game – apart from the fancy lighting.

The high resolution version.

Here’s the character in the highest resolution – several millions of polygons. We scale this down to a fairly low resolution mesh of roughly 5000 polygons and add the details back using normal maps. You can see some loss in fidelity from this image versus the top one, but I don’t think the difference is noticeable in the game, as the camera is placed above and behind the player and a bit farther away.

I’m looking forward to presenting him in motion, but for now you’ll have to make do enjoying his macho presence in a still on your desktop.

New Pulsaro logo

To reflect our ambitions of creating games as a serious venture, we needed a new and more serious logo for our adventure. We hereby present it in all its golden splendour:

The graphics are, believe it or not, actually spelling “PULSARO” – but for it to be directly readable we needed to spell it out too. The graphics being creative and a little arty, we settled for a classic font, Gill Sans, to make the whole a little more calm to look at.

The next evolution will be making a font out of those graphics, for use in a select few places. I think that could really help create an exciting look for things we send out.

Game AI Brainstorm

We had a brainstorm on how we’d like the main AI to behave. This is just for the main AI “foot trooper” and not for bosses and special enemies.

Game AI Idle.

The AI has no priorities. It just stands there waiting, looking for a target!

Game AI Roam.

In this state the AI has no specific purpose, it randomly walks around the map, looking for a target, scanning the environment it passes.

Game AI Patrol.

It has a specific patrol-cycle that is walks, looking for the hero.

Game AI Guard.

The AI guards a specific area, building, asset etc. It will never get too far away from this area as its orders are with all means necessary to protect and keep the hero from getting the item/asset or passing the area.

Game AI Attack.

As soon as the AI detects a target, it changes state to the attack state. In the attack state it evaluates its attack-options, calculates the distance to the target, etc. and goes for it, guns blazing. [Read more...]

Concept drawing – Enemy AI

This is a concept drawing of the first enemy you’ll encounter in the game.

The inspiration comes from trash sci-fi and James Bond movies like Moon Raker – films where you’d expect to find badguys wearing jumpsuits. We liked the idea of jumpsuit-clad enemies so much that there are now three different types of enemies in differently coloured jumpsuits. The plan is to have the colour of their suit say something about their function, so that the player can instantly read what kind of a threat an enemy signifies.

We needed a symbol for their evil empire, and it had to be easily read and something you’d quickly associate with evil. An x or a cross as a symbol for an evil empire is both silly enough for the story of this game and close enough to a swastika that I think people will recognize it as evil without further explaining needed.

Game Features

We had a brainstorm on features we’d like to see in the game, here are some of our ideas.

  • Clone Machine.
  • Healing Station.
  • Pickups.
  • Personal mine.
  • Crab-mine.
  • Hand grenades.
  • Weapons
  • Assault rifle.
  • Shotgun.
  • Bazooka.
  • Highscore.
  • [Read more...]

    Introduction to our Hero

    Our HeroThis is the concept for our main character – a parody on your average action-game protagonist; macho, stupid, authoritarian and dangerous. When we started out throwing ideas around about the game, we didn’t know if it was more useful to start making up a world and let that shape its characters or the other way around, which we ended up doing. We settled on this Hanna-Barbera look, with hard angles and pastel colors that you see above. Both because its a timeless art style that we look up to and because we simply don’t have the capacity to create hyper-realistic graphics within a reasonable amount of time, being a two-man-band. We at least assume it being much more time-consuming to create high definition realism than something more akin to Roadrunner or Ren and Stimpy.
    One of the first things I did after the initial concept work, was to create this palette to make sure there’s always a clear direction in the graphics. It’s a warm and somewhat muted pastel-inspired palette, that I hope will work towards our goal. We’ll see!The palette for our game

    Our first game

    We have started work on our first game. We are at the very earliest of stages yet, prototyping and toying with ideas and concepts. Since this is our first game we are focused on keeping the game mechanics simple and clean. So obviously the game will be a classic arcade arena shooter in the spirit of Chaos Engine, or more recently Pineapple Smash Crew, with added tower defense mechanics, set in a Hanna-Barbera-inspired 3D world.

    You control the Hero and you must kill all the evil Enemy Clones in your path!

    We are really looking forward to keeping you up to date with our progress! You can look forward to much more information in the coming weeks, so please check back soon and remember to post a comment below – we’ll do our best to answer all your inquiries!