Making the stage art!
In a normal traditional platform game, we’ll need some pretty tiles that cycle without giving too much hint that they are tiles. This game however, aims to capture the natural organic feel of the environment, so it will have many unique tilesets (that is, there will be many tiles which are only used once). Games that feature this kind of tilesets include the Metal Slug series, as well as the arenas for most modern fighters.

Unfortunately, this approach requires a lot of observation and time to draw. For instance, this tree branch was “constructed” very much like a real branch. It has detailed individual leaves and is irregular and full of accidents. This gives it a much more organic feel.

Notice how it almost looks like the branch actually grows in the construction. The same is applied to the rock patterns that I’ve been drawing for the game. In nature, they don’t shape up chaotically, but rather in very complex ways, and you’d need advanced mathematics to calculate them. This actually means you have a lot of freedom to draw freehand and imagine the geometry any way you want because nobody will know the difference, but remember to keep the light source consistent!

In normal tile-based games these details are usually stylized into a generic shape, giving it a more anime look, for instance the trees in 2D Zelda games. Here’s a tree I worked on for a former project. The advantage is that it is easily recyclable and fits perfectly into any 16×16 tileset, making it very comfortable to implement into map design.

This game will actually be a combination of both, but there will be many visual treats to make every single surrounding unique.
Well, that’s it for today. Merry Christmas to you all!




December 23rd, 2008 at 6:25 am
Seems very nice, one question though, will this game feature a Pandora port? I’d gladly pay money for that if it’s even half as good as W&W was.
December 23rd, 2008 at 11:33 am
Hi wertigon,
Well, to tell the truth, you can’t call it a “port” yet since we don’t know for what consoles it will be released!
But in any case, we’ll definitely think about it as soon as we have a Pandora on our hands. Don’t worry, we’ll try to keep things as portable as possible for GP2X/WIZ, Pandora, and Dreamcast.
December 24th, 2008 at 7:07 pm
Even the chance of a DC port makes me so damned happy haha.
December 25th, 2008 at 7:06 pm
Looking great so far… Can’t wait… But for the love of God… If you havn’t considered it yet, please make it 2 player… It would be soooooo awesome.
December 26th, 2008 at 3:15 am
hi ,
. One quick question what tools(software , grapchis , programming lang ..) are u using to develop this . Really wana know ,
ur ninja project is really very intresting . now i am fan of urs
Thanks , keep up the good work.
December 26th, 2008 at 7:16 pm
After oredering wind and water for Dreamcast this game will be next.Besides keeping the Dream alive its the biggest motive.If u support Dreamcast then i support u.
Thanx
January 2nd, 2009 at 11:18 am
Hi,
Well about 2 players we can’t say much about it yet but we’ll keep it in mind!
Most tools we use are proprietary, for programming languages, the game is coded on C/C++ and tools are mostly on Visual Basic/C#.
Thanks for the support everyone!
January 3rd, 2009 at 5:41 pm
Hello,
Great Works !!!! nice screenshots
I Hope a Dreamcast Version for this game…
PLEASE !!!!!