UPDATE: The Menus Are Straight Fire

Let me just say that it has been a great time to be working on Project Oriana and have the name Sydney. Because it has been. You may or not be aware that I am the one in charge of all of the menus for the game. And man, oh man have they been an undertaking of epic proportion. After weeks and weeks of struggling and making little progress, all of the little pieces and scripts are coming together into a beautiful set of menus that I am genuinely so proud of. There are floating elements, there are rotations, there are particle systems, there are smooth transitions. These menus are straight fire. I’m so hyped and I wanted to post here while this fire is still running through my veins. So, this is me trying to communicate my enthusiasm for the work being done on the menus and how things are coming together. I’m seriously so hyped and I needed to share with the world. That’s all for now, just know that things are coming together and it was the breathe of fresh air that I needed from this project.

 

Sydney

Menu Nightmare

Having a quick break from some intense coding to bring you an update about how my tasks are going lately: To be honest, I don’t know if I have ever been so frustrated as a programmer as I have been since  I started working on the main menu and branching menus. The animations for the main menu look phenomenal. Seriously, they really look fantastic for a first pass through the assets and a first attempt on my part at creating a menu. But then there is the settings menu. And the transition to it. I have spent the longest time trying to figure out how the script is perfectly capable of loading the main menu, but refuses to do the transition to the options menu. So that is what this week has been for me, frustration and staring at the same bit of code for hours and hours on end. I guess there is something to be said for perseverance, right? I’m still pushing through, but know there is progress being made and that is how I have been spending my time this past week.

Sydney

Developing a Character, Part 2

Oriana Turnaround 03

 

In any character design process, it is imperative that there be a turn around of the character.  It gives every artist on the team a solid feel of the anatomy and design of the character which speeds up production time immensely.  What I have above is the first pass of our main character, Oriana.  Through discussion and collaboration with my team, we came to the conclusion that my previous design wasn’t going to be enough for the level of depth we needed for the game.  Something as tiny and simple as my first design wasn’t going to send people the right message (or at least not connect as well with our audience).  So I added a bit more realism to her form.  Her height is now more believable from a real life child reference even though her head is still much larger than her body.  I kept the larger head because if we had disposed of all exaggeration in her design, we would be limiting what we could put into the game for where we want to go.

We were all pretty excited with how the clothing design worked with animation.  While it’s super simple and long, it gives a lot of flow and tell tale of wind when moving around, which is something we want to tap into heavily.  So at this point in time we have three sources of flow.  The main source being her long black hair which is iconic for her.  The second source being the poncho, which doesn’t have a ton of flow, but is still light and airy.  The third source is her skirt which hugs her legs fairly tightly compared to the looseness of her hair and poncho.  It isn’t going to draw nearly as much tell tale signs of wind and motion as the other two sources.  But you’ll notice the gradation of flow from the top to the bottom which is something I kind of fell in love with from the moment I drew the first sketch of it.

Thanks for keeping up with us and hope to see you again soon!

 

Yes friends, it is us

Oriana_moreConceptSwirlythings

We are hard at work at many things, the big thing being this game. One of our huge priorities is making sure to keep everyone out there updated as we can! This week should be a big week for getting things done and putting things up and sharing with the world!

Above is a piece of early concept art depicting our main character standing between her perception of reality and her own paradise.

 

Stay tuned as we get super productive!

Hello World

Oriana Character and Weapon Concept

 

Hello there!

 

We are a group of friends working on making a game, which as of now is called Project Oriana. We’re still in the concept and and early stages of development, and it’s really exciting to start on this journey!

Right now, the group consists of Blake, Dan, Alex, Thomas, Kyle, and Abi. We’ll all be posting as we go, and showing what each of us has been working on.

 

Hope to have more to show you soon!