Tuesday, July 20, 2010

A nice surprise

Valve released a new game this week with but a few day's notice:
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It's a top down shooter similar to the low-budget Alien/Zombie Shooter titles. There isn't a single player mode (you can try offline practice to become acquainted with the controls, but cannot earn any achievements or experience) as the game is more focused on co-op multiplayer. Up to four players work together to complete objectives and reach the end of each level while fighting off aliens who have infested the environs.  Me and some clan mates put the game through it's paces last night and came away very impressed. 

There are 4 player classes to choose from: Officer, Medic, Tech, and Special Arms. You unlock more weapons and options as you level your character up. Not nearly as deep as MW2's customization, but still satisfying.  Every class also has 2 different character options each with different stat bonuses.  For example the female Special Arms character has a leg up on reload speed, but her male counterpart has more health.

Only one campaign available right now, but it has 7 levels and a good bit of replayability. Fortunately, like everything else Valve does, it's made in the Source engine so modders will be able to make their own levels.  We probably shouldn't forget that Valve has a good habit of post-release support either.

Oh, and did I mention it's FREE?

Thursday, July 15, 2010

Enjoying the creative process

July was supposed to be my month for webcomic'ing. After putting some more thought into it I've decided I'm just gonna wing it instead.  I compulsively feel the need to structure things that don't necessarily require the addition of said structure.  From now on I'll try to simply enjoy the creative process and give into my whimsy.  Did a little level design (Team Fortress 2) on Tuesday, and a bit of drawing Wednesday.  Me and my whimsy are so far, so good.

I doodled up an old design idea for a TF2 king of the hill map using the cp_egypt theme.  I have wanted to use this environment for a full-fledged map ever since I submitted my contest entry last year. Koth_nucleus gave me the idea for a precariously placed control point:


Obviously there is not terribly much to see yet as I'm still working on the layout.  I've put together what you see here in the level design program already, trying to get the scale down before positioning the spawns and overhead routes.  Trying to decide now if it will be located outdoors or the interior of a pyramid/temple.  I think I'd prefer an indoors scenario, but it will depend on coming up with a reasonable way to light the play area.

My doodling did not end at level design!  I've also been practicing my drawing, both on paper and digital pages.  It's odd, but I feel more control over my line work on paper versus a tablet even though I can't erase errant lines on paper as easily.  I suspect it's my tiny 6"x4" tablet.  When I zoom in on an the page to put down ink lines I'm losing some natural arm and wrist motion being confined to such a small area.  Maybe one day I'll spring for a larger tablet.  This is a little something I sketched up, wanted to try my hand at doing shadows:

The more I look at this the more areas I see need changes, but that's why we practice right?  I'm really excited about evolving my art and creating a unique style.

Speaking of unique style, I recently became enamored with a game called Puzzle Agent.  I've always had an eye for Telltale Games' offerings.  They make good games, but my yearning for PA was exceptional and immediate.  The hand drawn characters and environments blew me away.  I very nearly bought the game as soon as it was released, deciding to hold off only at the last minute.  After all, there are no lack of games on my backlog waiting to be played.  One week after release though, the game hit Steam with a $1.00 discount.  Turns out it was the only arm-twisting I needed.  I purchased and devoured it in a span of 3 days.

Through reading interviews and consuming as much media as possible concerning the game I learned about Grickle.  I could try to tell you what or who Grickle is, but this animation can do it far better:




Graham Annable is the creator of Grickle.  Not really a place and not so much a person either, Grickle is a state of mind.  Mr. Annable's mind to be precise.  It can get pretty weird in there.  Fortunately, it's very entertaining.  Comics, animations, and now a game; Grickle is everything I want my art to be someday.  I think I've found a new favorite artist.

I'm resisting the urge to buy his latest book right now.