hughferriss

hughferriss

Joined Member # 3218529
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[quote]Who is Oomiegoo? Another Demigod? :O[/quote] Three heart-filled tear points to anybody who can figure out Oomiegoo.

53 Replies 116,348 Views

I may be going out on a limb on this one, but I'm pretty sure onecattledeathbovine is Ian Walker, our lead Environment Artist. I'm Nate. Timpulse is Tim Cox, character artist extraordinaire. Others will likely be posting in the days to come (and maybe even some engineers!).

72 Replies 128,670 Views

[quote]As you create and add new Demigods, how is the gameplay affected? In other words, say you come up with this great concept for a new DemiGod, for instance, a demonesque demigod, large, winged, black and red. You've got some great concept art and now, need to model it out, map it and incorporate it into the game. How do you bring together a new demigod concept into the game? Are the skills, animations, and feel for the character tweaked after its modeled and ported in?[/quote] For

72 Replies 128,670 Views

Hi. Nate here. As many of you may already know, our first trailer hit the internet yesterday at Gamespot. It's hard to overstate how eager we were to get this footage out into the world -- at 2pm yesterday Gas Powered Games resounded with the sound of "refresh" buttons being repeatedly clicked as we waited for Gamespot to update. Not only was this Demigod's first serious public outing, it was our first chance to show our friends and families what

47 Replies 35,960 Views

These are busy times here at GPG as the Demigod team enters the home stretch. Besides working on the game, we've been playing it as much as we can. Everybody, from art to engineering, takes part in a multiplayer match at least once a week, and the general feeling is that we've got something pretty special on our hands. But don't take it from us! Chris Taylor's sons took the game for a spin and were begging for more after spending a whole afternoon slaughtering one anoth

16 Replies 16,864 Views

Once we knew that our protagonists were semi-devine bruisers vying for full-membership godhood, our thinking turned toward setting. Where would Demigods go to fight? What is the Demigod version of 3:30pm behind the schoolyard? Early on, we settled on the notion of a whole planet having been set aside for Demigod conflict resolution. Demigods and their quarrels are very old, so this place would need to be ancient. It would be a place where Demigods and their minions erec

6 Replies 10,339 Views

[quote]Not to steal thunder from future journal entries, but how are the heroes shaping up?[/quote] They're coming along great! Let's see, besides the Rook, we've got Zesticus, a giant ambulatory taco. There's the Creeping Sense of Ennui, which was very difficult to concept and animate. There's the Rook's cousin, the Rock (very easy to concept and animate, as he is in fact just a rock). Also, Dolph Lundgren is one of our guest heroes. Don't you love how we don't keep any se

32 Replies 30,512 Views

[quote]So I suppose my first question is:Has artwork affected gameplay? In other words, the units were first conceived as boxes and their stats were formulated strictly from gameplay, but now, are any stats or other gameplay being changed based on how the units look look?[/quote] When he started putting the game together, John decided there would be giants and set them up with giant-type movement in mind. Basic character attributes don't grow solely from abstract gameplay consideration

32 Replies 30,512 Views

[quote]I'd love to see more terrain and doodads that may play into to Line of Sight or Cover rules. Perhaps some ups and downs instead of everything flat?Graphic-wise everything looks amazing. Honestly, looking at all the big hulking figures, it just seems that gameplay will be slow and clunky.[/quote] Pretty much everybody on the team has fantasized about topography within the playable area. Unfortunately, there were technical barriers to making that happen. From the beginning of the

32 Replies 30,512 Views

[quote]Really nice, The info about this game is so rare so I tend to suck up anything I get my hands on.Dont ask me why I preordered, there was just something about the layout and screenshots that just had me hooked from start.[/quote] That's great to hear! I hope you continue to like what you see as more images are released to the public.

32 Replies 30,512 Views

John Comes oversees level layouts, though Jessica Snook (another designer) has designed some very interesting maps, as well. The basic idea for a level is usually an informal and collaborative effort that's led by John -- once we've decided on a theme (say, a giant turnip), Jessica creates a play area that is both fun and plausibly conformant to the aesthetic end goal. After we've played on the level for a few weeks and settled on a layout, I take a screenshot and paint over it in Photoshop to

32 Replies 30,512 Views

Hi. My name is Nate, and I'm the lead artist on Demigod. This is my first developer diary. The word "develop" makes me think of two things: condos and puberty. Actually, condos and puberty sounds like the name of a buddy cop show -- Miami detective Emilio Condos and his lantern-jawed Irish sidekick, Patty O' Puberty! His motto: "Nobody, not even the mob, can delay O' Puberty!" I was the third guy to join the Demigod team. Before I showed up, the game had be

32 Replies 30,512 Views