Tag: Game Dev

I’m back and I’m working on ‘Permoniks’

I’m back! I still have a few things to sort out but I finally have something new to write about. I’ll probably never be a daily poster, however, I want to make this into a more regular occurrence.

Moving on

Now just a few words on things that I’m working on right now. I have several unfinished projects, and I’ve been juggling them around for some time. It proved ineffective and distracting, so I’ve decided to revise my strategy. A part of the strategy is to set up my priorities and decide on what I want to do, what I need to do, and of course, what I’m able to do right now. (Also, the plural of the word ‘priorities’ is a nonsensical oxymoron. ‘Prior’ mean first, therefore, there can be only one priority.)

My priority right now is to revive a gaming project that I had worked on for a few months in 2013. It was supposed to be a mobile game and its work title was “Dwarfs vs. Unicorns”. And as you’ve already guessed, it was never finished. I’ve been unable to finish anything important for more that four years, so I want to redeem myself a bit and start finishing my unfinished projects. One by one.


Right now, I’m redesigning and improving the old character designs from 2013. It’s a totally different style, so these are basically new designs. I want to animate them either in Dragon Bones or with the animation solution that the Godot engine provides. Yes, I will use Godot. I like the engine a lot. I’ve been promising myself to do something in Godot since I first discovered and used Godot in 2014. The engine improved a lot since and I’m excited to learn how to make games with it.

I’ve almost forgot: I’m getting rid of the dwarfs and changing them in ‘permoniks’. I’m bored and tired of seeing dwarfs everywhere, so I’ll be using the small mining creatures from the mythology of my own culture – permoniks.

Permonik – mythological west Slavic mining demon, made in Affinity Designer

Here’s the first design for one of the permonik classes (there will 8 or 10 classes). He’s got some dynamite, so it seems that I’ll be looking very soon for solutions on how to make some nice cartoony explosions.

What about unicorns?

I’m not sure if I’m keeping the unicorns as the primary enemies in the game. I’ll most likely make up or research some underground creatures and use them.

To use the unicorns wasn’t my idea, and it doesn’t make much sense to make the permoniks fight the unicorns. They’re too cute even for cartoony violence. I did some animations of the unicorns in 2013, but right now they’re unusable. If I chose to use unicorns, I would have to do all the designs and animations from scratch, so there aren’t any reasons why I should use them. So I’m changing the work title ‘Dwarfs vs. Unicorns’ to ‘Permoniks’ – a simple one word title, which doesn’t sound as generic as the previous one. I like it a lot more.

The next time

As I said in the beginning of this post, I want to post more regularly, so I’ll try to post anytime I have something new and interesting to show. Thanks for visiting my blog! See you soon!

Filed under: Game DevelopmentTagged with: ,

Week of Dragon

This week I’ll be spending most of my time designing, drawing and animating dragons.

As always, I’ll be doing my sketches in MyPaint. I love that software.

I need to design a few interesting dragon characters that could be used as bosses in an indie game. After I design each dragon I’ll need to redraw him from a top-down view and give him a simple yet recognizable shape. Unlike regular dragon characters in the game, these ones need to have special moves and attacks.

To animate my characters I’ll use Unity 3D and Anima 2D, which is a great and free Unity plugin. In Anima 2D I can use bones and weights to create fluenty looking 2D animation.

Regular dragon – mediocrity personified, I need to do better, lol

I will be posting some sketches during the week, and I hope I will be able to design and animate somethig that will make the game look unique and memorable.

Filed under: Character Design, SketchesTagged with: , , , ,