Thursday, March 28, 2013
Wednesday, March 27, 2013
Ouroboros update!
Well despite losing the main focus of a prospective coder, Chase and Dillon have picked up the slack and have been trudging away in development of character functions, scene functions, etc.
Though things are moving at a faster clip than when we were relying on someone else, we are both learning coding while developing the art assets and gameplay mechanics.
We can't help but look at this positively, though.
They both seem to really enjoy the challenge of coding. It's kind of like a game within itself.
So here's to the good year of development ahead of us!
Soon, we'll have some more work in progress to show.
Don't forget to go to our Facebook page and follows us on Twitter!
@ClamStabStudios
Wednesday, March 20, 2013
A little update...
It's been a while, but things always progressing. This isn't the most recent "build"... If you can even call it that, but it's more a proof of concept.
The mix of 3D models with pixel art. It's working! Can't wait to dive in and make this pretty!
The mix of 3D models with pixel art. It's working! Can't wait to dive in and make this pretty!
Sunday, February 24, 2013
Long time, no update!
Well hello again!
It's been a while.
Things are progressing slowly but surely. Basic logic of enemies has begun and our player character has been reworked from the ground up.
Nothing super exciting to share but it is all still moving. Level designs, block outs, scripting and mechanics.
Things are happening.
Stuff is moving.
Vague, I know.
-Chase
It's been a while.
Things are progressing slowly but surely. Basic logic of enemies has begun and our player character has been reworked from the ground up.
Nothing super exciting to share but it is all still moving. Level designs, block outs, scripting and mechanics.
Things are happening.
Stuff is moving.
Vague, I know.
-Chase
Saturday, February 2, 2013
Audible concept art.
Consider this a bit of "concept art" except for the OST.
A piece composed by Chase Holton, he had this to say:
"I don't know, for some reason it reminded me of Ouroboros and some climactic event. Who knows if it'll be a part of the game or not. We'll see. Regardless, it was fun."
Also, we are currently working on a logo for the studio. Hopefully by next week we will have a visual identifier aside from the Ouroboros logo! :)
Thursday, January 31, 2013
Jericho prototype.
Jericho, our hero.
Currently the prototype build. Prototyping generally doesn't even need this much animation, but we wanted to give some life to the character while we progress. It's a bit more interesting than a sprite plane or cube sliding around a grey world, don't you think?
He's only 32x32 pixels right now, but the plan is to at least double that, furthering detail and smooth animation. Something about that chunky pixel art is endearing though...
Currently the prototype build. Prototyping generally doesn't even need this much animation, but we wanted to give some life to the character while we progress. It's a bit more interesting than a sprite plane or cube sliding around a grey world, don't you think?
He's only 32x32 pixels right now, but the plan is to at least double that, furthering detail and smooth animation. Something about that chunky pixel art is endearing though...
First Glance....
We are working hard at bringing our ideas to reality. The art team team has been cooking up some great ideas from level to creature design. Although we are still in very early stages of development, we figured it wouldn't hurt to keep everyone's interest by showing you some of our possible layouts.
This is only a few of many that are in the works. Perhaps next week we can show a sneak peek of our main character!
Thanks for following us on our blog. If you haven't already, you should visit our Facebook page, ClamStabStudios, and *Like* us on there to keep up with all the latest updates!
Subscribe to:
Posts (Atom)

