Robert Hornbek

Game Development & Exploration

Posts Tagged ‘FaceBook’

Synaps: Characters

Posted by rHornbek on August 23, 2011

In dire need of an artist, I began a search to find someone who could help us develop characters for Synaps.  I was reminded of an artist name Joanna that I met multiple times while attending the San Jose Fanime convention, and after looking at her various work online I was excited to ask for her contribution.  After some discussion about the goals of the project and the characters we were looking for, our new found artist comrade took a week to put together some concept art for us.  This was the result of our discussion and following week…

Synaps Characters, Rough Pass 01

Needless to say our team was pretty stunned at the quality and creativity of these character, and I hope you agree!  If you have been following along you may notice that these characters are a little different from the ones we have displayed in the mock-ups.  Well there have been a few changes.

While browsing Joanna’s portfolio I came across an image that caught my eye.

Steam-Powered SPN Chibi set 1 by Joanna Johnen

Being a sucker for steampunk I immediately asked Joanna a little more about the image.  Among her description she asked me if this was the style we were looking for our Synaps characters.  At the time it had never crossed my mind because our original goal was to create a spacey, web 2.0, sleek iPad looking world, but almost immediately I thought “HEY, why not?!”  So I ran it by the team and they all felt very much the say way.  So now the spacey world of Synaps is slowly turning industrial.

However, my goal is not to have consumers see the product for the first time and think “steampunk”, I simply wanted them to say “hey this looks cool”.  That said we are going to avoid many of the classic steampunk cliches, explicitly cogs, steam and of course goggles.  And while these things are not evil we just want to avoid or rater limit the cliches.

Despite being completely bowled over by the characters there was a lot of feedback generated for the next pass.

Character #3

Character concept #3 is the first in our lineup that we would like to see back in the next pass.  While the image of this character looks refined, his clothing is a little uninteresting.  As a commoner this character would be perfect, but we are dealing with 6 to 9 unique characters that will represent the user during the fight, so a little more depth is in order.

Characters #5, #6 and #7

These three female characters are great because they are diverse and interesting!  We expect to see them again in the next pass, especially #7 who we would like to see refined to same polish as the others.

Character #8

We liked this character because he was a bit younger than the rest, and that also meant he was a little smaller in size.  We aim to take a page from Team Fortress 2‘s book in character design by creating characters that are recognizable in silhouette.  So characters of different size and proportion will be important to achieving this goal, in addition to hairstyle, clothing and expression.  It was also with this character that we decided to avoid the cliches of steampunk and remove his goggles.

Character #10

While greatly unfinished, this character really caught my eye.  We wanted to have a multicultural group of characters to represent all the regions around the globe who are coming together to play this game.  I almost immediately imagined this character from a South American region with cornrows, large golden earrings, ornate bracelets and a silky red dress that just sort of drapes.

Character #11

At first glance I did not like this character, he did not appear to have anything going on and the unrefined nature of the image did not help.  However, after a few comments by the team we found a lot of value in this guy!  First off we liked his stature, it was different than many of the others.  We also liked his large belt, and later discovered that it looks like he is wearing a hood.  After some thought we came to the conclusion that this would make an interesting monk, one who dresses in simple robes but with a grand belt to match his stature.  We look forward to his revision.

Character #12

I was quick to like this character, his clothing pretty much won me over in terms of style and dept.  However I felt like his expression was inappropriate for the character as a whole.  Without changing much about his clothing I requested that this character’s expression be changes to look stoic, like he is a serious dude ready to win.

Characters #15, #16 and #17

As previously stated, diversity in the characters is paramount, and we felt these guys fit the bill.  Posture, expression and style is different on each of these characters, so needless to say we decided to keep them on for the second pass.

We look forward to seeing the results of these discussions by the end of the week.  If you would like to see more and learn more about Synaps please check out he FaceBook fan page HERE!

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Synaps: End of Release 01

Posted by rHornbek on July 7, 2011

As of a couple weeks ago the Uncharted Interactive team has officially completed Release one of our second project Synaps!

In the last articles I showed you the following image of the game:

SYNAPS test screen roughly four weeks into Release 1

Originally you were only able to place stones one at a time and there was not way to actually capture opposing stones, not to mention we were using placeholder art from the Go Wikipedia page.  Now we have not only implemented our own original placeholder art, but we have also added many of the important features!!!

An image of Synaps after Release 01.

Excluding the background art, every asset has been replaced with an original one.  And while most of it is still placeholder, we feel the final content may not be too different in terms of style… quality on the other hand should be much higher!  Some of the added features include:

  1. Capturing opposing Nodes (stones).
  2. Random Node Arrays, that allow the user to place multiple Nodes at a single time in a preset, but rotatable, pattern.
  3. Node Array display at the top of the screen.
And of course it is now playable through a browser window, which will be important when we make it available online.
When I think about where we are not from where we were then I cannot help but wonder “what have we really accomplished!?  But with proper reflection it becomes obvious, we were forging the foundation for the rest of the game.  In short, we needed to create the game Go with random Node Arrays, and we did just that!  Now we simply have to focus on adding the other features we had in mind to make the game exciting, add additional polish as well as make it properly available to everyone online.

A concept image of the Versus screen.

The image above is a mocked up concept of what I image the Versus screen would look like in the end.  While different that the image of the actual game right now, there are many similarities which means we are getting close!!!

Some of the features illustrated in this concept art are:

  1. A stylized score board that uses unique characters for the numbers.  A minor detail but one that makes things look even better!
  2. Dead spaces, indicated by cross shaped icons, communicating to the user where Nodes can no longer be played.
  3. Synapse connectors between each of the nodes indicating where the walls have been formed.  Hence the title Synaps!
And of course the two characters (from Advance Wars: Day of Ruin) on the left and right of the Map!  These characters will represent each user as they compete against one another and will react to the game as it is played, like the characters from Puzzle Fighter but probably with a little less animation.
Or of course like Advance Wars
By the end of Release 02 we should see a more well rounded product with a title screen, and end-game stats screen, the characters and even the previously mentioned Power Nodes!
If you would like to learn more about what is going on week to week, please check out he Syanps FaceBook page HERE, Like it and share it with friends.  Oh and if you have ANY questions please ask, because in the following release we will be reaching out to gather our community and we would like to hear from you!
PS: we are also working on an official website for Synaps and our development team… more on that coming soon!

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Kernips: FaceBook Page

Posted by rHornbek on September 2, 2010

In case you have not seen the official Kernips logo, here it is!!!

By Uncharted Interactive. Kernips is a puzzle game where users cultivate and grow precocious plants called Kernips. As they mature the Kernips may be plucked from the ground revealing precious gems for points. Points can then be spent to purchase additional Kernip seeds and utilities to further the development of the garden.

However, this post is intended to announce the grand opening of the official Kernips Fan Page on FaceBook!  This is our first attempt outside of my blog to present Kernips to a wider range of the community.  The goal is to develop awareness of the game and hopefully interest.  Later on when we decide to raise some money to bring the project to completion we will have venues to do so… oops spoiler!  Keep you eyes open and spread the word.  Cheers!

Click here to check it out!

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