I hope everyone is doing well.
Below are some of new video game screenshots of our new game. The game gallery showcases our enemies, main characters and the hero mentor.
The XBOX Game screenshots of this XBOX Live Indie game are similar and we will be adding the new game screenshots later on in the blog.
Check out our game gallery/game screenshots below and do let us know your suggestions for the video game screenshots of our new game.
Vraz - The Prince Video Game Screenshots
Vizier with plane
New Game Screenshots of Sadhu
We have finally started adding collectibles like coins, health, enemies, interactive objects, etc in the level.
The moving platform issues are now solved and they work perfectly. We even have a few surprises on the moving platforms.
All character animations are now approved and they look really cute and match well with the game. The AI algorithm is ready and now only has to be implemented in the game. We are still working on the interactive objects (there are tons of them in the game) and getting them ready to work seamlessly. The GUI and game concepts look promising and we are trying to make them stand out from any game you have previously seen.
I know a lot of you are waiting for our first playable demo and I really appreciate your support. We are working on the playable demo and can assure you it will be out soon.
First impression counts a lot and we know that. Our team is working hard to make sure that we can give you a game you would love to play for hours on end.
Game Level Design
I hope everyone is doing well. We are enjoying the nice bright sunshine here while working our game.
Art wise, the game level design for the remaining levels should be over within this month. The lighting for the characters is complete as well.
This complex world of Level Design is so huge that it takes hours of game play to make sure we have the perfect game level design.
On the programming end, we are still working on the AI (Artificial Intelligence) . The horizontal and the vertical moving platforms have been implemented in the game but they are not functioning as required. The collision algorithm is working but again there is a bit of issues. In short, a lot of tasks have been completed still it seems a lot more needs to be done. I am hopeful that all these issues will be sorted out without taking up too much of our time.
Below is the video of our Stage 1 “Jungle worlds video game” with the blinking and the moving platforms.
2D Game Art
Today I would like to share regarding the game art. How did we come up with this game idea and 2D game art for the platformer style?
India has a long tradition of Miniature paintings (since the 12th or 13th Century AD). Various cultures which were in India and those which came to India added their own style to the depth of miniature paintings. Therefore it is not surprising to find paintings in various styles like Rajasthani, Madhubani, Mughal, Mysore, Tanjore, Pichoi and Bengal paintings.
When we first started the game, we wanted to make a game based on the miniature paintings. But once we had a look at miniature paintings, it was really hard to figure out which style we wanted to follow. After spending a month or two searching for references on Google, we could not come up with a single style that we liked. We even visited local museums and found actual miniature paintings which were over 400 years old. They were really beautiful to look at but to create something similar might take us another 100 years.
We even browsed through various books but still could not pick up a style. Then we came up with a book from a very prominent artist who had adopted his own unique style taken the various styles found the miniature paintings. He mostly worked on large and small canvases and murals and his style was very unique yet it was a reflection of the major miniature painting styles.
Once we had this book, it served as a major reference point and a guiding light on the path we were to undertake.
Below is some of the very early 2d concept art of the game:
In Game Collision
It’s been almost 2 weeks since our last post and there has been a flurry of activity here at Zatun.
One of the beginning important tasks of the game was that the collision should work perfectly. The green line which you see is in fact the collision.
Basically in any platform game, there are particular collision algorithm as per the requirement and many of them you can found in game books, on wiki and on other websites.
Our programmer worked on the collision and he has chosen a shorter method. He felt that other programmers might not agree with this method (even he did not when he first thought about it) but still the method works perfectly.
The interactive object you may be having seen in this game video is a platform is continuously going up and down. How did we do this? It’s a company’s big secret.
On a side note:
We tested the collision on the other levels today and the game does look beautiful. Wait for a week or two and you will see our new video with Character interaction, AI (artificial intelligence) and interactive objects.
We are ready with our Jungle Worlds level and Palace level walk through for our 2D game. It did take the artists quite a bit of time and to create the levels but now the final product does look amazing.
Video 1 – Jungle Worlds level Walk through
Video 2 – Palace Worlds Level Walk Through
I hope you have a look at it and if you have any comments or suggestions for our in the jungle level, do not hesitate to leave us a comment.
We are ready with our XNA Tile Map Editor. Rather we would call it a Map Editor. Because in this updated edition you can also have tiles along with free images. So, double bonanza in single price.
And if you ask us the problems we have face while development, we would say they too many to count.
There were issues while making tiles and saving them but free images were fairly easy. There were a few problems in mouse handling, so we had to provide a complete keyboard control to set layer depth, rotation ,etc. (Which you can’t see in video).
Another crazy problem which came up was , whenever you try to move mouse to scroll window, coordination of mouse and images got messed up and they would fix their place anywhere in screen.
We have checked many videos on you tube and have gone through many tutorials and then came up with a detailed list of items to be added in the map editor. We have come up with our unique way of creating map editor which is useful for both Platformer games and RPG games.
Now we are on board the ship of hardcore coding and have just started sailing. We are now ready with the GUI of the game-the menu of the game which handles the game parameters.
We started building it from scratch by taking reference from book- Beginning XNA Programming, from Novice to Professional by Alexandre Lobao and others. Our Intern programmer from DDIT was assigned this task to learn how to go about building the menu and his contribution did help us.
We made a general menu initially which gave us the idea about the functioning of menu. We took the approach of Game Components in which every screen was added to the game as a game component. Through this we acquired the knowledge about important features of XNA like Game Components and Game Services.
We also got to know about controlling Sound, display modes and keyboard controls. Dealing with File input/input and mouse was also a part of the learning process so now we were familiar with that also.
Then we began the main programming of our game specific menu but by following the reference as mentioned above we were facing memory issues as every menu screen was added as a game Component which consumed some space in memory and the code would get more and more complex as the number of menu screens would increase. So now we had to think of a very simple way to develop and handle menu because if menu itself would be so complex then mounting the whole game would lead severe memory issues.
We took the approach of a controller which controls the rendering and hiding of menu screen and passing controls to respective screen. The only game component added was the controller which when required to display a screen, would load its contents on run time and would display the screen. This reduced a lot of memory overload as only the visible contents were loaded in game and others are not. This also made our code very simple as in from only a single class – the class of the controller we could manage all the game screens.
Having a simple skeleton ready for the menu, adding the different functionality was not a major task as due to prior knowledge of the audio, display, mouse etc, it was just like fixing the spare parts of the motor engine in proper place. This reduced the development time and effort. Now we will move on to developing the first level of the game.