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21/04/2006

I did it, finally!
After a period of total lack of ideas, a bike accident, and the breakdown of my pc's power supply, the level 1 is here.

I'm proud of it, because when I had to assemble all the blocks in a level, I learnt a golden rule: the best way to use a character is the most unimaginable one. Yeah, you read right here. When a graphician redefines characters, it's clear he's thinking about a global purpose for them. Well, actually the best result with the same character had been achieved out of this point of view: lighting orb sides had been used as border rocks, in order to set hi-lo borders when needed; pseudovegetal bulbs used in DNA shapes; tube parts used as shadowing.

No more words, click here or the image below to see level 1 and don't miss to tell me what do you think about.

level1 divided in 4 slices

Kekule | 16:43 | link | commenti (6)
category:gameplay
13/04/2006

Ouch! I had an accident!

I was on my bicycle, after I passed over Ponte Vecchio, to my jobplace. The italian sun in early morning had dazzled a young scooter driving girl, so she hadn't seen me on the road. My neck had been injuried a bit, and my right knee now has a bad bad looking hematoma that gives me pain, expecially nighttime.

This instance brakes all my projects, then this project too. But don't worry: I'm (slowly) finishing level 1 buildup.
I must admit: though the level is close to be finished, at the moment I'm asking to myself: which should be the right philosophy behins a level's buildup? Where and when I would be allowed to insert an empty space slice in a level? Should I aim to symmetric organized complexes, or to crowded backgrounds full of different shapes that overlap each other?

We'll see, we'll see. At the moment I only have to draw a little sector, then arrives the time to add some turrets here and there...

Kekule | 23:38 | link | commenti
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