Pixel stuff

November 2nd, 2008

 

Messing around with those cutie pixels.

Abandoned project up for download

August 1st, 2008

potion maker
 

 Just a prototype actually. Unfinished and extra short. Get it at:  http://freakita.com/downloads/

Pilgrim concept images

July 31st, 2008

Crude concept illustration of my 256-color, polychromatic little experiment, Pilgrim.

This is actually going quite well. The technical limitations I’ve put to myself (256 colors mode, 160/120 resolution) have helped in grounding me.  Something I find i subconciously used as inspiration, is the Chozo Ruins area from Metroid Prime. I adore that place, the artistry is just flawless. The broken ruin pieces, the lens flare and the dead trees, all that mixed with the advanced Chozo IT next to doorways and all the way to the corridors.  The character I like to think of as something that would come out of the Daft Punk- Discovery anime universe. Gameplay wise it’s going to be a bit like Nifflas’s Knytt: simple.

 

 

Pilgrim : Echoes Of Yonder

July 10th, 2008

 

 Sleeport is now Pilgrim. Or Echoes Of Yonder. Maybe Crude. Probably never going to end but at least I’m enjoying this. This is actually a more simple version of Sleeport. Specifically the gameworld doesn’t have as much emphasis on the Y axis, like  Sleeport did, so it’s a lot more linear.  Also the backgrounds are a lot more static and less prominent. I toned the game down to make the whole creative process easier and more fun. The Sleeport world was about big scales and apocalyptic backgrounds so the proto versions I made would consume  up to 1GB memory. This one is more modest in comparison.

Bubble Oxygen

May 30th, 2008

BObanner

Bubble Oxygen is a little retro-like track I made a while a go. I’ve spent so much time on this melody… it’s crazy. I even made a banner for this one ! You can check it out on my myspace profile:

http://myspace.com/neomato

Sleeport progress

May 26th, 2008

Here’s an image of my indie game, Sleeport. The game hasn’t been progressing as fast as I would like, but I’ve come up with I few extra environments and the game’s concept is tighter and more focused in my head. That said, this picture isn’t entirely representative of what I’m aiming to do with this game. The game’s main character, currently a robot named Pluto, will change to some abstract and poetic ICO like figure. The colors of this pic are also slighly too westernized for my tastes.

 

This second image is just another version of the first. For a while I’d been contemlating over a smoother, more extravagent graphical style, but I think I prefer the pixelated one.

 I just love sitting in photoshop, endlessly experimenting with colors, places, styles etc. I usully put some synth pad on loop (music) and sit and do stuff in a very spontanious and instinctive manner. Lately I’ve been enjoying some of Nifflas’s tracks. There’s one called Radio Noises 2. I’ve been dreaming about making an intro to Sleeport using this track. If I ever get this far with Sleeport I might ask Nifflas about this.

Finally I just want to say, anyone who wants to take the MMF2 coding part of my back and help me out with the game, I’d be glad to hear from you!

Mewcoos/Mushroomino

May 20th, 2008

 

I don’t even know why I did that silly picture. Maybe I’m gonna try to enter the Twenty Eventy competition hosted by Clickteam. Probably I just wanted to update this blog. In any case I just had a Red Bull and I’m buzzing my brains out.

Keeping distance

April 11th, 2008

Witchwoods

Potion Maker / Witchwoods was one of my very first experiments with MMF2

In the past 2 years that I’ve been experimenting with simple game design (with the help of MMF2), I have had hundreds of great ideas. Unfortunately time and again I had to downgrade. Every time I would hit a wall, meant one step down in the ambition ladder. Now that I have taken it upon me to finish my game, I am left with something which is considerably more simple (although hopefully no less inspired). I have come to understand what’s been said many times before by real, successful game designers: Ideas are good, new ideas in games are great, but to actually realise them is aeons away from the brainstorming that precedes creation.

Witchwoods

I can only make assumptions, but I think that even if there was a big budget involved to make my game, it still wouldn’t turn out exactly as I had originally envisioned it. Unless. Unless I was not as directly involved with it as I am now. It seems impossible to work on something so extensively, without losing the big picture. All the trivial problems that arise, just pop in and hinder the initial vision and by degrees, wear down the creativity. Alas, there come days when my motivation returns and my vision appears as pure and polychromatic as ever.

I really wish to finish Sleeport some day, even if it ends up being only a crude represantation of the real Sleeport. Regardless, if it does come to be, it certaintly won’t have been the smooth, joyous ride I had imagined.

I See A Light

April 10th, 2008

I See A Light

A simple picture done with acrylics a while ago. There is some photoshop too.  It partially represents a vision I have, which is similar to Sleeport.  This vision is about a deep blue sea, Antartica, scandinavian design and an intergalactic voyage.

Sleeport

April 9th, 2008

Sleeport coming summer 2008