Cletus Clay Progress Report

Posted in development on July 7th, 2009 by admin

Sarah and I are the middle of putting together another big collection of artwork for the game. Lots of little overlooked bits and pieces; targets for the tutorial area, extra bits of scenery, the odd minor enemy or trap that we had neglected to deal with earlier. Once that’s done, the majority of the core game should be 100% artwork complete. I’ve been going over the game design document we wrote, so long ago now it seems, and lots of old lists I’d made of things I had to do. There were all kinds of enemies, traps and effects, and hundreds and hundreds of individual pieces of scenery.

A danger sign to go next to the boiling mud. A wooden ladder. Tractor (plus two wheels). Tree stumps (3-4 variants). A haystack. A window frame. Blades of grass. A butterfly. Bits of fence. Mountains. A turbulent sea. A waterfall. A pile of old tyres. A robotic octopus. A life preserver. A can of cola. Every individual element in dozens of different scenes, all written out in endless long lists. It would be depressing to look at all of those hundreds and hundreds of listed items if it wasn’t for the fact that we have already completed the great majority of them.

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