Robert Hornbek

Game Development & Exploration

Posts Tagged ‘Team Fortress’

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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Breath of Fresh Air: Monday Night Combat pt2

Posted by rHornbek on August 18, 2010

The video below is the second parts of the Monday Night Combat Developer Walkthrough.  In this demonstration they present the second of two maps that are available when you purchase the game, and the Support class!

The Map

The first map they played on, GrenADEiii, was circular in shape, where LaserRazor, the second map, is mostly a rectangle.  It does not seem to play all that differently except it is much easier to move from each of the two lanes.  With that said, unlike DotA style games Monday Night Combat (MNC) only has two lanes.  I am curious how this will effect the gameplay, but I imagine it will make it much easier to switch lanes and thus push.

Turrets

A key feature in the DotA style game are the turrets, or towers.  In MNC each user will earn money as they play which can be spent on building turrets for you base.  I absolutely love this idea, and to make matters more interesting you have the option between four different turrets.

The Support Class

I have only seen in detail the two classes highlighted in each of the walkthroughs, but I can confidently say I would love to play as the Support class!  They can best be described as a mix between the Medic and the Engineer from Team Fortress 2.  I really appreciate how much support they can actually deliver with air strikes, heals, buffs to the Fodder (minions) and the ability to hack turrets.

MNC appears to have a lot of promise, and as long as the balancing is tight I imagine it will be a ton of fun!  I will continue to keep my eye on it and pray that it makes it to the PC so we can play it at our next big LAN party!

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