Open World iPhone Game

Footage from Nimian Hunter Salvation, my upcoming open-world IOS game. It’s an action adventure and the sequel to my 2007 Flash Game Nimian Hunter.
More details: http://www.protopop.com/games/nimianhuntersalvation.htm

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Written by protopopgames

August 4th, 2013

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Nimian Legends : Playable Races Screenshots

There are several humanoid species in Nimian Legends, but 3 of them are playable off the bat.

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Written by protopopgames

July 28th, 2013

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Nimian Hunter Salvation: The Natural World

In Nimian Hunter Salvation the natural world is a character in itself. I wanted to be sure that part of the game’s atraction was a fully detailed natural landscape players can enjoy. Here’s the latest screenshot from in game.

In game Screenshot from Nimian hunter Salvation

In game Screenshot from Nimian hunter Salvation

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Written by protopopgames

July 24th, 2013

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Protopop.com Updated

Protopop.com has been updated with a new look and previews of two projects – The HTML5  RPG Nimian Legends, and Nimian Hunter Salvation, the open world IOS adventure. Take a look at Protopop.com

protopop_update

 

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Written by protopopgames

July 24th, 2013

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Game Mechanic : Time of Day

Adding a working day and night clock to Nimian Legends adds another dimension of gameplay. At first I had created a full on 24hours fantasy clock that was a sped up variation on our own day. This was unweildly and so i modified it into an abstracted timer that kept track of each day from morning to night. This simplified clock keeps track of your days as you play, and becomes important for two quests where you must solve the puzzle befor the end of the day, or a certain amount of days has past. As the clock approaches nightime the map also changes to become darker, giving players a visual notification of the changing time.

map

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Written by protopopgames

May 25th, 2013

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The Death of Adobe Fireworks

Photoshop, I’ve worked with Fireworks. I know Fireworks. Fireworks has been a friend of mine. Photoshop, you’re no Fireworks.

Dramatic? Maybe. far from the truth? Nope.

Anyone who has used and loved Adobe Fireworks will understand where I’m coming from. Back before Adobe swallowed it, Macromedia was making a suite of elegant, modern apps while Photoshop was mired in it’s way of doing things. Click a layer to select objects. Poor type controls. Fireworks came along and was an intuitive revelation. You could add and remove filters at will. Objects were actual objects, separate and clickable, dragabble, resizeable. Autoshapes gave you dynamic control over rounded corners (at the time the holy grail of web design) – the entire program had an object oriented workflow to it. Similar to it’s cousin Flash, also by Macromedia, a generation of designers became acquainted with the object oriented approach dedicated programmers already enjoyed with code.

I tried to go back to Photoshop. I’d see beautiful imagery that was Photoshopped. The program seemed to be the choice of power users, of professionals, of big design businesses. But every time i picked it up I was boggled  as to why I couldn’t add a filter and decide to remove it later. I didn’t get why there was no real undo. Why couldn’t I just click and drag an object? Over the years Photoshop began to wisely incorporate some similar functionality, no doubt inspired by Adobe’s shiny new acquisitions. But to this day Photoshop has never matched the Pixel (focus on PIXELS here) love that Fireworks has delivered.

Fireworks was made for the web from the ground up. When you enter the world of Fireworks, you enter the world of pixels. These tiny little square become as much a part of you obsessive workflow as anything else. You also love to hate the idiosyncrasies. You learn to explain to clients that Fireworks PNG files will only contain layers if opened in Fireworks. You wonder why the rounded top left corner is JUST a bit fuzzier than the top right.

Photoshop always seemed snobbish to me. I’d come across endless posts about how Fireworks users just needed to stop whining and learn how to do things Photoshop’s way. Fireworks doesn’t ask you to do that. You work your way and it works with you. It’s kind of funny to assign a sort of humanization to a piece of software. But these things are complex organisms that are only going to get more so. They have their ways, their fans, their detractors, and now with Adobe’s decision, their assassins. Knowing that everything that made Firework’s workflow special will now cease to be feels like a punch in the gut.

Yes we can switch to Photoshop. Yes we’ll toe the line. Designers are not their software. Bla. Bla. Bla. It’s not about the logical, it goes beyond that. It’s about art, a touch, a feeling, a way of thinking and the pure glee that accompanies a piece of software that ‘gets’ the way you work.

Hopefully there will be a spiritual successor that will pick up where Fireworks leaves off. Already apps like webcode are grabbing attention as Fireworks lovers approach the changing era with a bit of trepidation and some sadness.

Photoshop is a great app, no doubt. And to be honest an ‘all you can eat’ subscription buffet sounds like it will bring many benefits for the Cloud Generation. But for today, for a moment, i’d like to reminisce with an old friend and say how thankful I am for all the amazing little touches, the moments, the colors that Fireworks has shared with me, and thank it for helping me transform the messes in the whitespaces of my mind into something on the web that everyone could share.

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Written by protopopgames

May 6th, 2013

Posted in Fireworks,Flash

Nimian Legends Screenshots

Nimian Legends, the HTML5 Adventure Game  is almost ready, and I have some fresh screenshots of what you can expect.

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Each region has it’s own look and feel, as well as a unique soundtrack to set the tone.

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Most items and labels are clickable to get more information

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Quotes in the Niji language, one of the 3 mains species

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Adventures and quests are contained in ‘Decks’ which open up more possibilities to explore in the world

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The battle screen pits card against card, with a Perk Circle to quickly access your attacks, and a Battle Bar in the center that lets you know who gets the next attack.

 

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Written by protopopgames

May 6th, 2013

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Game Design – Nimian Legends Regions

The Island of Nueja is the main setting for your first adventure in Nimia. There are six regions, each with its own unique set of events and beasts. There is a separate soundtrack for each region as well to help set the tone for the area.nuejaregions

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Written by protopopgames

April 17th, 2013

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Nimian Legends Character Design : Mer Paladine

For close to a generation Mer Paladine’s sharp sword and quick wit have kept Bresk a safe haven of peace and prosperity.

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Written by protopopgames

March 22nd, 2013

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Character Design : General Gaster

An experienced fighter who refuses to fade into the woodwork

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Written by protopopgames

March 21st, 2013

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