One of the most difficult part of designing a game (at least for me), is trying to herd the giant cloud of BIG IDEAS floating around above your head into a manageable, recognizable ideas. Lizard City is finally starting to make that transition; from whispy, ethereal dreams to concrete aesthetics and level designs. BUT-- in order to get from A t B, there's a lot of scrappy scribbles that barely make any sense to anyone. Today's post features some of those scribbles.
Check out this process video of some concept art! It shows that when I start a drawing I have no idea where it's gonna end up half the time. But hopefully it will still give you insight into how I come up with a finish concept piece. ALSO-- you'll notice there is original Lizard City music on these videos by Ryan Gadd!
Too bad that title is a liar. I have no idea what I'm doing. But that doesn't mean I can't talk about it! So I've decided to start building Lizard City in Godot, which is a pretty dang cool 2D-centric game engine that functions a lot like Unity (so I've been told). Thing is I don't know much about game engines and haven't really coded anything extensively since my 2014 thesis project, and that was done in ActionScript (don't laugh).
So I've been trying to learn this engine by following some Youtube tutorials and reading the Godot API. Here's a screenshot of the super thrilling game developed so far:
So yeah, the code is pretty slow going, but at least I'm not *totally* spinning my wheels. On the other side, the artwork is chugging along. And since I use art as a way to de-stress after staring at broken if statements for hours, I have a new speedpaint of the Shallows I can share! I will be going back into this a bit to rework the lights and darks, but it at least gives you some insight into that first part of the world:
For those who don't know, Lizard City has been a little pet project I started a little over a year ago, mostly as an excuse to draw slimey lizards crawling around int he dark. As it has progressed, the project turned into a game that I'm trying to learn how to make. Below is an overview of the mechanics I have in mind:
I'll be building the game with Godot. I don't quite know how to use it yet, but it looks like a fun engine with enough support that I can figure out how to build a game with it. So far I've managed to follow a tutorial to make a little breakout clone.
There's not a ton on this site just yet, but as the game development progresses, I'll be adding more, as well as doing some features on some of the pieces already in the Gallery. Take a look around!