Art Overview

Hello there. Its been a long time since my last post.

I’m back to my game development activities with two projects. My own project which-shall-not-be-named(for now) which is a platformer/RPG that I mentioned on my last post. The game is still on paper only(the game design is almost done), but soon I will be hiring some artists.

The other one is Bifrost which is a isometric-ish/top-down RPG in the veins of Baldur’s Gate. Bifrost is Ellenor’s idea(my team mate/boss/project leader) and we are developing and designing as we go. Ellenor already wrote ~75 pages of the story, wrote some lore, did some concept art and designed a few mechanics. I did… you know… stuff…

Both games have some mechanics in common(conversation, day/night cycles, …), so I’m developing a framework that will work on both games(and in most RPGs). I’m using Unity engine for both projects.

What I’ve developed so far:

1-Antisocial Language(AL) and the Virtual Machine(VM). I developed this language to be used on the Conversation system(below), console and etc. This language won’t be used for gameplay logic so it doesn’t affect the game’s performance.

             1.1- The language supports: variable declaration(int, string, bool and time), if(and nested “if”), else, conditional operators(“and” and “or”), arithmetic expressions, return values, c# function call(can call any function from c#) and some built-in functions.

             1.2- Syntax:

//Just for demonstration purposes
//These variables are created when the player accepts a quest.
var monstersKilled = 0
var questComplete = false
//If the player speaks with the npc this will be evaluated.
if(monstersKilled > 9 or (monstersKilled > 4 and party.fame > 49))
      questComplete = true + 500 //This access a in-game variable.

2-Conversation system and the Tavern(the Conversation Editor, see the images below). This system supports multiple dialogues and multiple choices.

(Click to enlarge)
Main Menu Conversation Scene

             2.1- As seen in the second picture, there are two different colors(green and black) of text(each line is a node). The green nodes are called “Questions” and represents the lines/speeches of the npc(s). The black nodes are Called “Answers” and represents the player choices.

             2.2- Conditions: If the evaluation succeeds then the “Question” will be displayed or the “Answer” will be available.

             2.3- Actions: If it is a “Question” then the actions will be executed after the evaluation of the condition(if it succeeds). If it is a “Answer” then the action will be execute if the “Answer” is chosen.

3-Entity and Entity Manager. The manager controls every entity in the game and their actions.

4-Time system. You know… Time flows.

This isn’t much, but it’s still early in development :D.

Now let’s see what Ellenor done for Bifrost(art wise):

one of the oldest pics for the game
This is the oldest art/concept for the game(I wasn’t even on the team). The game has changed to 3D characters and 2D background.

3d base female again
This is the base female model. 2000~3000 triangles.

siv show
This is Siv, the main heroine.

I think this is all that I can say/show for now.

This week I’ve worked on: core gameplay mechanics, AI, editor tools and other stuff. I don’t have much to show this week, since I replaced all the placeholder environment with colored blocks(it looks ugly) to do some tests.

The gameplay mechanics that I have implemented this week:

Game system. This system controls the entire game(managing entities, entity turns, etc).
Entity movement.
Basic combat.
Key/Door system.
Chest/Treasure generation.
Item/Equipment system. There will be blessed and cursed items. The current system already supports random stats generation.
Monster generation.

For the AI, I created a system called AI Blocks. This allows me to create generic enemy behavior like patrol, hunt, attack, flee…. Each one of these are basic AI Blocks that I can put on the enemies or extend them to create more specific behavior.

Art Section

The concept artist, Jonathan Arnold, created two new creatures.

Goblin Mage

Goblin Mage


The Blob



Ghislain Girardot started the modeling of the Goblin Mage.

Goblin Mage Preview



Every dungeon will introduce 5 new enemies(6 if count the bosses). Some dungeons will have some previously introduced enemies in addition to the 5 new ones.

Next week I will work on visual stuff(UI, First Person Hands, animation setup, etc).



Editor Screenshot 6

Hi, I’m Cássio Eduardo Ferreira da Cunha a 21 years old programmer, game designer and founder of this company(Dumont Studios), based in Brazil. I will use this blog to keep everyone up to date on our game development process and other stuff.

Last week we started development of our new game, The Dawn Age, that should take at least one year to develop. The Dawn Age is a Turn Based First Person Roguelike set in Dark Fantasy World. The game will be released on Windows, Mac, Linux, Android, iOS and Ouya. This game will feature: deep character customization, random dungeons, random quests, alchemy, crafting, ungodly difficulty(there will be a casual mode), permadeath and much more. The game will have a basic “story” that will lead you into dungeons to kill stuff.

I hired 2 artists to help me out. And here is what they have done so far:

Jonathan Arnold, the concept artist, worked on the concept of the first creature, the Goblin.


Ghislain Girardot, the 3D artist, gave life to the concept.Eduardo_Goblin_Texture_RC1

I’m still rounding up the GDD, but next week I will start on the programming side of things. For this game I’m using Unity 3D Pro engine and C# as the language.