Some boards from the Donut game’s intro

I’ve been hustlin’ on the Donut game. In the past month I’ve been busting out on the collision for the car segment and the intro animation for the game.

I’ve been working with the other members of the team — Ricky, David and Cyptic Circuity — to organize our tasks. Ricky’s doing most of the game’s character art and animation, primarily the Car segment and the Donut segment. David’s doing animation for a Fight segment — he did LUV Tank’s in-game animation. Cryptic Circuitry is doing the sound, as he did with Sammy Samurai.

I’ve had an idea of what I’ve wanted for the intro for the game for a long time but I had been conflicted on how I could get the story across without it being too drawn out. As an introduction to the game, I didn’t want the intro animation overshadow the game itself. I also don’t want to devote too much time to it when I have a game to make! I want something that basically says “Here’s your character. Here’s your scenario. Now play!”

I think of my games as interactive animations so I’ll continue to explore this balance. I haven’t made an animation like this in a while but I’m having fun so I may grow accustomed to it.


Some artwork I digitally painted for my Donut game

So I’ve been hard at work on this Sokay stuff but nothing much is ready to show yet. For the past month I’ve been cracking away at a new version of Sokay.net . It’s a bit of a subtle update, but I’m giving each game a profile page. I’m aiming to launch it with the release of Christopher J. Rock’s game, Rush Hour. He finished it a while ago and tried to find a sponsor but ended up starting work on a new game. He’s decided to release Rush Hour as a Sokay game, I’m proud to present it. You can read about it in Chris’ post about it.

I’ve been heavy in the art and interface of the Donut game, on and off for the past few months. I’ve finished most of the menu interface. I’m glad that’s together. Next I’m going to finish up the introduction game. The Donut game is essentially 3 mini-games tied together through a scenario. So far I have 2 of the 3 engines in prototype forms, practically alpha. A lot of the final artwork is in, but the gameplay’s missing a lot of features. I develop games heavily with the artwork in mind, so I tend to do more of the artwork upfront, which is the reverse of what many developers would recommend. I think they’re probably just more programmer oriented, rather than visually.


Here’s a sketch I drew for the game. Most of the art starts off like this.

So we continue, one step at a time. I look forward to showing ya’ll another game. It’s what I live for.

Peace.