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About BrambleLash with 0 comments by liamhunt on Mar 27th, 2015

Hey there, IndieDB!

We have been busy working on the art side of things as of late in BrambleLash, pushing hard to get the enemy models complete. Pictured below are how the up to date enemies appear animated in engine. They are rendered using a custom shader we have built which will require some further tweaking.

A few of the enemies' blobular spawn animations.

Here is an old screenshot of the placeholder enemies in game for comparison:

All of our 3D content is being constructed in ZBrush and Blender. We've previously had a lot of experience with ZBrush, however have learned to use Blender specifically for this project which has been an interesting challenge. Maya and 3DS Max are certainly nice, but the Australian pricetag on those packages do not play very nicely with an indie budget.

Initial sketches of various enemy ideas... Grainy photo courtesy of direct phone camera upload :P

Each of the enemies was built off of the basic enemy (as seen below) at various different stages of completeness. They are all individually rigged, textured and animated in order to capture some distinct character in all of them.

Basic enemy type, ready to be animated in Blender

We have been pretty happy for the most part with the enemy designs, however readability has been a major concern due to the zoom and angle of the game camera. It has become apparent that a few of the designs aren't distinguishable enough. In answer to this, we have begun to rework some of the silhouettes to make them more distinct and indicative of the enemies' behaviours. The first way of doing this will involve reworking a mesh or two (which will be ugly business at this stage). Another way we plan to address the readability issues and creating differentiable silhouettes is by adding glowing areas on enemies through our custom shader.

The slime trail enemy's back is made very distinct by the glow.
On the other hand its front will probably need some tweaking.

As you can see the glow channel helps the enemies pop out from the shadows. It also provides some options for colour distinction between enemy types, though we don't want to overdo this and blow out the game's colour palette. Subtly demonstrating the function of the enemy whilst differentiating them from one another is our primary interest in this effect.

The glow on the bomb enemies belly makes him more visible in the dark and implies his functionality.

We have also finished the look of a new particularly dangerous enemy. If left unchecked it will power itself up then ram your tether and destroy it. We have attempted to reconsider our design approach when making this nasty little slime and feel the benefits are pretty telling.

The red eye(s) and less comical look is an indicator of enemies that can break your tether.

Although there's still a lot of work to do in regards to making each of the enemies look and feel distinctive, we feel we're on the right track to making some memorable and quirky little guys that will be fun to mow down with the Tether. Either way, they sure beat spherical placeholders! :D

- Love, ByteSprite

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Post comment Comments  (60 - 70 of 174)
Dangerdane111 Apr 13 2013, 7:04am says:

With an engine like this is it possible to create a game similar to stalker? sorry im not a game creator or anything just simply asking a question.

+3 votes     reply to comment
Echo.Interactive Jul 5 2013, 8:22pm replied:

Yes, I'm currently creating a game that is a mix between Stalker and Metro

0 votes     reply to comment
dufake Apr 26 2013, 2:13am replied:

There's already one, but it doesn't feature A-Life.
It's too much work for converting Unity into x-ray.


+3 votes     reply to comment
Guest Jul 6 2013, 1:56am replied:

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Guest Apr 25 2013, 12:19pm replied:

you can make a stalker game

+1 vote     reply to comment
PetertheHe Apr 18 2013, 2:35pm replied:

Yeah! All you need to do is be able to convert ideas into code!

+3 votes     reply to comment
tomasio12 Apr 11 2013, 7:54am says:

created new game in russia "свет" very cool game and creator: Сергей Сергеевич Носков

+2 votes     reply to comment
pivot4469 Apr 10 2013, 2:10pm says:

Can someone help me make a game with this? :D

+1 vote     reply to comment
kyuki1368368643 May 12 2013, 11:13am replied:


+3 votes     reply to comment
Pixel_Reaper Mar 14 2013, 2:58pm says:

Hey guys. Celestial games studio has recently developed a tool that integrates with Unity. It's called Parley, Parley is a professional Quest and Dialog editor for games developers. Check it out here: Celestial-games.com

+1 vote     reply to comment
L()KI Mar 9 2013, 5:38pm says:

This is great.

+1 vote     reply to comment
shindig Mar 5 2013, 7:40pm says:

I love Unity. I'm still on 3.4.2f version though lol

+1 vote     reply to comment
MalboM Feb 22 2013, 6:55am says:

Unity is just great. Thanks to this engine I was able to publish my latest game Desura.com

+3 votes     reply to comment
Guest Apr 23 2013, 3:36am replied:

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Released May 30, 2005
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Highest Rated (6 agree) 7/10

The advantages of Unity are: +You can build for nearly all major plattforms +Easy to learn +Great assets pipeline, which supports most 3D packages +Great and helpful community and hundreds of useful tutorials +Good documentation +A big fund as backbone. So this engine will be further developed and getting better +one of the most optimized mobile engines So why I give only 7 out of 10? Well, Unity has unfortunately some really weak points: -Basic version is free. But if you serious about game development…

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Terrible engine.

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