Full Blast SHMUP game

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  07 July 2013
Full Blast SHMUP game

Hi people, I'd like to present a personal project which I'm working on: Full Blast, it is a top down ship shooter for iOS and Android devices.
We are 2 persons involved on this project, me for graphics and a programmer for code, but probably we will add a sound designer to the team soon and maybe also an UI artist.
We are working on the project on our free time, so its development is slowly, but surely, we have about a 30% of the game done, we plan to make 12 levels and we have 4 done.



Some concepts for the ships



Ships models















 
  07 July 2013






The first boss





The first tileset





Tileset City (3ds Max) - YouTube

Some illustrations for the loading screens and the portraits for the dialogues



 
  07 July 2013
The last gameplay video

FullBlast_beta - YouTube

Some screenshots



 
  09 September 2013
Hi again guys, I was really busy at work this summer, so my progress on the FullBlast project was really slow. Here you can see a couple of models more for this game and I'll post soon pictures of the next levels showing the art of the new tileset







 
  09 September 2013
It is looking great! Love the artstyle. I'm looking forward to the final game.
Oh and a big thumbs up for sticking with this project. I know how hard it can be to stay motivated when you work on a project in your spare time
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  10 October 2013
Thank you Ayreon, I'm glad that you like our game

As you said it is hard to stay motivated on a project without funds, but as we're 2 person involved we encouraged each other, if the programmer is working on the project and I'm not, I feel bad about it, and vice versa :P

Here is another bug fella for FullBlast:

 
  10 October 2013
Hi again guys, here are the first pictures from the 2nd tileset





 
  10 October 2013
Looking great. I really like the art style. Also how you integrated the turrets and "eggs" etc. in the tileset and the little details.

One thing though: In the beta video the walking robots move over cars and obstacles as if they were non-existent. You have them move around buildings nicely, therefore it's not a major problem and probably really hard to fix (if even possible?), but it stood out to me as it was the only thing that made it obvious that the tileset is only a "texture", since everything else is so well integrated.
 
  10 October 2013
Thanks for your comments Zire. Turrets and pods were exported as separated meshes and there are dummies on the tileset on their corresponding positions as reference to place them properly.

About walking robots we just tried to make that their paths just avoid the biggest obstacles, we ingnore cars and other small ones to don't limit too much the places where the robots can walk.
 
  10 October 2013
Another enemy and more illustrations for the loading screens



 
  10 October 2013
Hi again guys, here are some pictures of the 2nd boss (3 in total), it is the big daddy of the brain bug :P



 
  11 November 2013
Just 2 new pictures: the shield for the Brain Boss, and the first asset for the 3th (and last) tileset, a battleship.



 
  11 November 2013
Just 2 new pictures: the shield for the Brain Boss, and the first asset for the 3th (and last) tileset, a battleship.



 
  11 November 2013
Sweet, Tucho!

This project rocks my socks off!
I will definitely be following this one,
can't wait to play


- Bergquist
 
  12 December 2013
Nice Unity project you have here, I'll keep my eye on this.

The worm thingy in post #6 (2nd picture) looks kinda.."cute" to me
 
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