Starting the new year with the main poster/title screen/”box art” for Something Seeps. There are a lot of tiny details hidden in this image that will click once you’ve progressed in the game. I’ll likely be moving onto the intro cinematics next. (continue reading)
Here are some early layout tests for taking some of the cover art for my short stories from the “Something Seeps” world and integrating them into menus. They need to be scaled up to HD and you can ignore anything text, but they’re a good first look at the style intentions. (continue reading)
With Jeremy’s change in visuals, I’m stuck in the middle of re-animating the walk cycle to be less clunky and fixing up his portraits and cutscene appearances so far. I won’t have a lot to show until it’s all done, but here’s a better look at his main improved angles! (continue reading)
Since the transition from SD to HD, Jeremy had a resolution/detail upgrade, but his design still felt a bit cartoonish to me. I decided for the sake of better animation and bringing his outfit more in line with the story I’m telling, I’d work him closer to his metal roots–a large part of his childhood. (continue reading)
Something Seeps rolls full-steam ahead, but I’ve been terrible about keeping the site updated. I always say I’m going to update more and I always forget. This time, I’m setting a reminder. (continue reading)
I’ve uploaded a video of the minimalist UI system and the multi-layered fog I’m using to create a creepy mood. You can find it here. (continue reading)
Got the dialog interface up and running. Baby steps learning a new engine. Once I have the basics figured out, an adventure game is pretty easy to script overall. (continue reading)
Here we encounter the old swing set and what appears to be a nasty warp in reality. We probably don’t want to know what’s back there. But we’ll go investigate anyway, soon. Fun fact: That playground equipment is based on the one my kids had when they were younger. (continue reading)
This is my old AGS jog around the house to show the basic layout. Note that this is lower resolution and not as detailed as the rework I’m making in Unity, but it gives a good idea of the visual mood of the game. (continue reading)