Previous Blog Next Blog
Prev/Next Blog
by date

Tankbuster: the .plan

Tankbuster: the .plan
Name:Nate Feyma
Date Posted:Aug 18, 2006
Rating:5.0 out of 5
Public:YES
Comments:YES
RSS Feed:GarageGames Blog feedor Subscribe with .
Profile Page:View profile page for Nate Feyma

Blog post


Considering the length of time (nearly on 3 months now) I've been working as an artist here at GarageGames, I think it's high time I introduced myself, and a few of the things I've been working on during my time here. As this is my first .plan, pleas bear with me.

Officially, I'm the new web/2d/marketing artist. That's pretty vague, but it means that I tend to work on a huge variety of projects. Definitely a good deal, in my opinion.

Over the past month, I've gotten to create all the art assets for a TGB tutorial entitled Tankbuster. The demo made its offical debut at Gamefest just last weekend, and ought to be showing up on the site in the near future. During the process, we also decided to get a version running on Torque X, which enabled us to do some pretty neat things graphically.



The Art of Tankbuster
At the start of the project, I was planning on using Mark M's lovely bomber featured in the TGB banner (which can be found here). That plane determined the entire look of the game (squashed, Advance Wars style objects with bright, painterly colors), before I gave in to my desire to make my own plane. Although I'm not a programmer by any means, TGB was a big help in prototyping my art - I just started with the space scroller resource pack and replaced the beginning art with my own. Unexpectedly, I also found TGB to be an invaluable animation tool while I was working on the explosions. The program makes it very easy to preview an animation, which lets you go back and make any desired tweaks. The ability to use animations within the particle system was also a very useful feature.



Enter Torque X
Midway through the project, the decision was made to make a Torque X version of Tankbuster. That opened up a few new graphical options for the game, like normal mapping. The ability to make a 2D sprite react realistically to dynamic lighting was too good an opportunity to pass up, and so most of the foreground objects got a shiney normal map to give them some depth.

I'm honestly sad that the project is wrapping up. I had the amazing experience of being responsible for the look and feel of this game from the beginning. There were definite highs and lows, but getting even a small demo game finished and out the door is an incredibly rewarding feat. Adam Larson and Thomas Buscalia get big shouts out for their patience as we tried to get the handling and pacing just right.

All in all, Tankbuster is nearly done for now. There are a few graphics that still need to be made, and a few features to be implemented (player damage, score counters, etc.) before it's ready to go out as a demo. After that, I'd certainly like to revisit it at some point to add more levels, enemy types, and terrain objects - and a boss fight seems like a definity necessity. However, there are still more demos, icons, and web features to be made. Keep an eye out - GG is going to see a lot of neat stuff in the near future.

For those interested, the video of the the Tankbuster demo in action can be found here. It's about 35 minutes in.

Recent Blog Posts
List:02/08/07 - Great Games Contest Avatar Winners - Round 2!
02/05/07 - Great Games Contest round 1 avatar winners
08/18/06 - Tankbuster: the .plan

Submit ResourceSubmit your own resources!

Tom Spilman   (Aug 18, 2006 at 23:03 GMT)
TGB + NormalMap Shaders + Lighting = Sweetness!

Timothy Aste   (Aug 19, 2006 at 04:34 GMT)
Great plane Nate! The art of TB is just awesome. :)

Phil Carlisle   (Aug 19, 2006 at 08:43 GMT)
I really like the style. Very distinctive and appealing.

Mark McCoy   (Aug 19, 2006 at 09:25 GMT)
I like the stare down going on in that top banner. Tank vs Plane in a head to head deathmatch. Who will win? Only $3.95 on pay per view.

PS: You should put some snakes on that plane.

Jeff   (Aug 19, 2006 at 13:27 GMT)
Your art is absolutely excellent. I love how you witheld details from the backgrounds so that the foreground elements are more distinct, catch the eye and are easier to follow. It is one of those important aspects of gameplay that so many times gets overlooked.

Jesse Hall   (Aug 19, 2006 at 15:53 GMT)
TGB with normal maps... droooool.

when when when???

Russell Fincher   (Aug 19, 2006 at 15:55 GMT)
This art is so lickable. It looks delicious. Is it?
Edited on Aug 19, 2006 15:55 GMT

Tom Bentz   (Aug 19, 2006 at 23:49 GMT)
Nice job!

Sean Sullivan   (Aug 20, 2006 at 17:00 GMT)   Resource Rating: 5
The art in this game is beyond awesome! You are truly an art ninja Nate!

Tara McMullen   (Aug 21, 2006 at 18:47 GMT)
Wow! I love the styling you used in the explosions. Very nice! Hmmm, I have an overwhelming urge to give that tank a hug ... because it's awesome.
Edited on Aug 21, 2006 23:04 GMT

Jude Beers   (Aug 24, 2006 at 20:38 GMT)
Ok you posted it so you opened the can of worms....

NORMAL MAP PASS? Can that mean TGB will be incorporating lights?

I see you trying to hide behind your monitor!! Come out and explain yourself!!! :)

The art looks phenomenal,fantastic,great,and other such equal adjectives of praise

Now enough with the pleasantness. Answer the question!

Cheers

Matthew Langley   (Sep 05, 2006 at 01:15 GMT)
"I like the stare down going on in that top banner. Tank vs Plane in a head to head deathmatch. Who will win? "

Tank vs Plane with only a fuel depot standing between the two... do I smell a metaphor?

Great work on TankBuster Nate, the art is amazing :)

You must be a member and be logged in to either append comments or rate this resource.