Previously on the development of ‘My Friend Pedro: Blood Bullets Banans’…
Here’s a bit more catching up on what’s been going on before the release of the trailer.
I’m using Unity for making the game and was at first a bit disappointed in the level designing tools in Unity… until I discovered I could actually make my own tools! Now, I’m sure there are plenty of people out there who thinks “duuh, of course you can make your own tools”, but this felt huge for me. Give a man a fish and he’ll eat for a day, teach him how to make tools in unity and he’ll forget to eat.. or something like that.
Here’s a little visualization of what I made to help speed up the dressing up of the levels in MFP:
It’s nothing too fancy, but it saved me a heck of a lot of time.
It basically checks the size of the bounding object and tries to fit as many wall/floor pieces as it can. For the walls it scales the end bits to fit perfectly to the size. The floor doesn’t, mainly because I like the keep the size of the gameplay areas a multiple of a carefully chosen comfortable size. Oh and also because I was too lazy to implement that last stretchy bit for the floors.
There’s also a nifty keyboard shortcut for adding windows (small or big) in place.
The main motivator for making this tool was to speed up the dressing of the levels, and having an easy way of trying out different visual styles in different areas. Changing the look of a wall or floor is as easy as pressing a button.
Here are some examples of different styles:
Next on the agenda is probably a bit more of ‘social-media-type-stuff’ like setting up a presskit() and such. Hopefully in a few days I can get on with making the actual game again
Just thought I’d do a quick entry on some of the work I did for the trailer.
Since I wanted a super close up shot of a banana, and wanted a high resolution texture to support this kind of shot, I thought I’d break out my camera and try to snap some close ups of an actual banana. At first I tried to get some shots of the banana, as it were, but it turned out too.. round. It was difficult to capture all the sides as well, since it was so… curved.
Banana 3D-scanning in progress (supervised by my project lead, mr.Pug-Bear)
So what to do?
Well, why not try to UV unwrap the banana, in real life!
It seemed to do the trick and I managed to have that close up shot of the banana in the trailer.
Here’s the result in Blender (with added bloodstains):
In other news I also updated my website to draw attention to MFP: BBB. I’ll probably update it more properly in the future, but this will do for now. Oh, and I even set up a Newsletter, cuz I’m professional like that.
‘My Friend Pedro: Blood Bullets Bananas’ is an action packed 2D platformer with
highly acrobatic elements which draws inspiration from games like Max Payne and
movies like The Matrix. The ambition of the game is for it’s players to truly
feel skillful, rather than feeling like you’re continuously triggering cool
looking animations. Oh, and it also features a talking banana named Pedro…
But more on that later!
The game is currently in a pre-alpha stage and is aimed to be released on PC (and probably Mac) eventually.
I’m currently the only one working on this project. What you see is the result of about
8 months of on and off development. A lot of that time has been spent on learning Unity
and general 3D-stuffs (both visually and programming), as I’ve previously mainly made
2D Flash games (excluding games worked on while being employed by a company).
This is the first time I’m having a go at a DevLog and I’m hoping to be able to post stuff
pretty frequently. I’m currently juggling this project with some occasional contract work
and general procrastination
Anyways, enough words. Time for screenshots!
(Click an image to view the full picture)
So if you see this, you’ve most likely just played one of my old flash games and clicked a link leading you here. I hope you take a moment to look around! If not, cheers for playing my games!
Anyways, I used to work for a game company called Media Molecule (making LittleBigPlanet, LittleBigPlanet 2 and, about to be released, Tearaway). I spent a good 6 years (or so) there and learnt copious amounts of invaluable lessons (both in life and game-making-related). But a few months back I took big scary leap out in to the world and decided to try my luck going solo.
So the first game I’ll release in a long, long time will be Blacklist, a game I started working on oh so many moons ago. 7 years ago, I believe (however many moons that is). I nearly finished it, but had various things come up, stopping me from putting the final bits in. It will still be a bit longer before I can release it, but here’s the trailer again, for your viewing pleasure!
Oooh life. It’s a difficult thing to balance. There has been little time outside of work for any side projects lately. I have however managed to squeeze this thing out during my commute in the mornings and evenings. It’s made in this amazing iPhone/iPad app called NanoStudio. Jolly good fun. Do check it out.
Soo… after making “Sausage Baby Surprise” I wanted to try to mix sculpture with plush toy. What came out was this marionette-puppet-thingie. With that it seemed to be a good idea to make a video. So me and my lovely lady spent a whole Sunday running around London shooting whatever footage we could think of. So what should we use this footage for, we thought? Since there’s not really any coherency in the video and it’s all a bit random a music video seemed fitting. But we didn’t have any music… so I decided to try and make some! “Ooo” is going to be my new alter-ego in the music realm, from now on
Update: Scratch that. “Ooo” was already being used by somebody else. Great music, btw. You should check him out. Anyway, so from now on I’ll go ahead and use my old VJ alter-ego “Chipstroganoff”