In case you haven't noticed, Ugly Baby is an ambitious project for us. We are still working hard to implement all sorts of awesome ideas that lead to a thrilling first-person shooting and dodging experience that matches with your music and gives an unparalleled sense of flying.As we dig deeper into research and development, we wanted to pop our heads up and share some visually stunning and inspirational videos that we think could inform Ugly Baby's final product.
This is not Ugly Baby...
Futuristic looking cities rarely fail to inspire. The design in quite's "zeo-x-s" comes to life as it zooms into the camera. The first-person POV camera itself rotates, inducing a sensation of motion, while at times narrowly edging by various structures. This video director looks to be a natural Kiss/Hug chainer for Aaaaa! We also like the bright neon colors contrasting the dark tones, here.At the 1:30 mark, the perspective changes from falling down to giving a sense of flying horizontally towards something. Complicated, polymorphic objects at the 2:15 mark could also be inspiration for Ugly Baby enemies. The central object eventually creates something like a vortex to absorb and assimilate into new parts. The rest of video adds some more brilliant hues, playing with different shapes and camera speeds.That video from quite comes courtesy of developer and friend Shawn McGrath of ][ Games, who is releasing an exciting tube-based arcade psychedelic trip called Dyad for the PSN. Dyad is stunning visually, and everything happens so fast, that this next video may not show the game properly in all its glory even in HD.
This is Dyad, not Ugly Baby...
Again, Dyad's speed is worth noting. The visuals are insanely kaleidoscopic, and they, along with the music, react to what the player does.Backgrounds aren't the only thing that should dazzle players in Ugly Baby. Youtube user cyclones90's video made me think more of enemies in the game, and particularly how their movement can be controlled by the music.
This is also not Ugly Baby...
Enemies shouldn't probably move like the line does the _whole_ time. But certain horizontal and vertical moments, when in sync with the beat, could be pretty neat.While a lot of these videos have a "tube" casing to them, that may just be constricting for the stage design of a rails shooter. What if Ugly Baby had stages that took place in the sky, over land or over water?
Also not Ugly Baby
Some concrete, rather than solely abstract, visualized landscapes could give the game a sense of cohesion or supplement a narrative.But when you are researching generative art and music visualization, you can't help but be entranced by such images as synthesizerwriter's algorithm come to life:
And finally, not Ugly Baby!
On a final tangent, part of me feels the thrills of a first person experience flying/shooting experience could be like a roller coaster ride (set to dubstep or any other beat). Just saying, I wouldn't mind shipping a game that requires users to take Dramamine to enjoy.