Slime City - A bunch of new stuff!
by Weston Tracy · 03/29/2013 (4:36 am) · 3 comments
It's been a while since I updated my Garage Games blog. This will be a couple months worth of development updates for Slime City (our current game project).
Since my last update we've added roads; a pretty obvious necessity for your prissy, mud-hating citizens.
Roads will be placed using a paint brush method, so you don't have to place each one individually. We're still debating the final benefits of roads, but it's likely that your buildings simply won't function without a road on one side. Certain structures, like parks, will probably be exempt from this.
Next up we added your first two 2x2 tile 'large' buildings; the 'Tower of Cash' and the 'Pagoda'. These are both the pinnacle structures for commercial and park class buildings. Both also come with people, imagine that! People in Slime City will all be 2D billboarded sprites. They will flip sprite sheets when the camera rotates to a new 90 degree position.

Next we took a shot at some basic building menu UI. This shows how you'll access and select specific buildings. As you progress in unlocking new building, your building window will grow and may include sub-categories.
I wanted to add a little character to the UI experience. So I made the gate-keeper of your menu roll-out an irate robot/building, cause who doesn't like those? Actually, I'm not sure if he's irate or just easily surprised. You be the judge!
Lastly, I just finished animating some of the citizens of your yet unrealized utopia. See them run/saunter in horror from an off-screen slime front.

Thanks for reading through all this!
You can keep up with the game's progress here: www.facebook.com/slimecity
We also post on our "weekly" blog at: www.blackjacketgames.com
Thanks!
-Weston
Black Jacket Games
Since my last update we've added roads; a pretty obvious necessity for your prissy, mud-hating citizens.
Roads will be placed using a paint brush method, so you don't have to place each one individually. We're still debating the final benefits of roads, but it's likely that your buildings simply won't function without a road on one side. Certain structures, like parks, will probably be exempt from this.
Next up we added your first two 2x2 tile 'large' buildings; the 'Tower of Cash' and the 'Pagoda'. These are both the pinnacle structures for commercial and park class buildings. Both also come with people, imagine that! People in Slime City will all be 2D billboarded sprites. They will flip sprite sheets when the camera rotates to a new 90 degree position.

Next we took a shot at some basic building menu UI. This shows how you'll access and select specific buildings. As you progress in unlocking new building, your building window will grow and may include sub-categories.
I wanted to add a little character to the UI experience. So I made the gate-keeper of your menu roll-out an irate robot/building, cause who doesn't like those? Actually, I'm not sure if he's irate or just easily surprised. You be the judge!
Lastly, I just finished animating some of the citizens of your yet unrealized utopia. See them run/saunter in horror from an off-screen slime front.

Thanks for reading through all this!
You can keep up with the game's progress here: www.facebook.com/slimecity
We also post on our "weekly" blog at: www.blackjacketgames.com
Thanks!
-Weston
Black Jacket Games
About the author
Game artist. Lover of pixels. Co-Owner and Artist for www.blackjacketgames.com
#2
03/29/2013 (1:22 pm)
Great art - the look is very cool. But, let me get this straight; you're using T3D for a "2D iso/3D city-building game?" Nice! Great way to mix and match - and to get piles of people on the screen at once.
#3
Yeah, we're doing all the organic/small stuff as sprites. The camera will be locked to 90 degree rotation increments. So the sprites will pop to a new frame, or new set of frames, whenever you rotate the camera. You can see the effect at work in the 'Tower of Cash' video. The little guys bowing to the dollar bill pop to a new animation when the camera pivots.
03/29/2013 (2:58 pm)
Thanks Lukas and Richard!Yeah, we're doing all the organic/small stuff as sprites. The camera will be locked to 90 degree rotation increments. So the sprites will pop to a new frame, or new set of frames, whenever you rotate the camera. You can see the effect at work in the 'Tower of Cash' video. The little guys bowing to the dollar bill pop to a new animation when the camera pivots.

Torque Owner Lukas Joergensen
WinterLeaf Entertainment
Looking forward to be playing it!