{"id":25,"date":"2008-04-20T20:47:03","date_gmt":"2008-04-21T01:47:03","guid":{"rendered":"http:\/\/www.vertigogaming.net\/blog\/?p=25"},"modified":"2024-08-15T15:33:50","modified_gmt":"2024-08-15T20:33:50","slug":"the-many-faces-of-ore-no-ryomi-3-finale","status":"publish","type":"post","link":"https:\/\/www.vertigogaming.net\/blog\/?p=25","title":{"rendered":"The Many Faces of Ore no Ryomi 3 (finale)"},"content":{"rendered":"<p>So, I have shown you many versions of Ore no Ryomi. And through those versions, with each artist dropping out for their own reason, I realized something. There would be only one way of making the game: either with lots of cash to pay professional artists, or drawing it myself.<br \/>\n<!--more--><br \/>\nWell, cash was out of the question. So, I was set on doing it myself this time, and began work December 2007.<br \/>\n<!--break--><br \/>\nI knew that drawing wasn&#8217;t my best asset, but I could photoshop quite well. If I could take real-world photos and elements, I thought, perhaps I could mess with them enough in photoshop to give the appearance of a style. Around this time, I came across a few discussions about <a href=\"https:\/\/www.thirdwaymagazine.co.uk\/non-gamstop-casinos\/\">non Gamstop casinos<\/a>, which oddly enough, inspired me to think outside the box. The problem with my idea was that you need the pictures to be perfect, in the right angle to use, and finding something like different layers of a hamburger was pretty much impossible. But I still continued.<br \/>\n<!--break--><br \/>\nThe style of using real photos is also used in Liquisity 2, with better effect I think. But, I still thought I could somehow get ONR3 to fit this visual style&#8230;with one problem ahead of me: the customers. I couldn&#8217;t use real people, as that&#8217;d look odd and out of place&#8230;and I can&#8217;t really draw people.<br \/>\n<!--break--><br \/>\nSo, I decided on a simple emoticon face that would have different clothes and &#8220;props&#8221; such as hats to represent customers. It would have a unique design and get the job done well, at least I thought at the time.<br \/>\n<!--break--><\/p>\n<p><center><a title=\"A rough test of the alpha lighting pouring through the windows, with blended glass and random customers.\" href=\"http:\/\/www.vertigogaming.net\/HUD\/BETA1.png\" rel=\"lightbox[ONR2]\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.vertigogaming.net\/HUD\/BETA1.png\" width=\"412\" height=\"308\" border=\"0\" vspace=\"15\" \/><\/a><\/center><br \/>\n<!--\u2013start_raw\u2013--><br \/>\n&lt;br?&gt;<!--\u2013end_raw\u2013--><br \/>\nThe next two pics play around with the HUD. All the text you see on the screen is actively drawn by Game Maker, so it was a mockup but it worked to a degree (as did the liquid in the beer mug). The third pic is what was going to be shown in late January.<br \/>\n<!--break--><br \/>\n&lt;\/br?&gt;<\/p>\n<p><center><a title=\"More testing of the drawn text and positioning.\" href=\"http:\/\/www.vertigogaming.net\/HUD\/BETA2.png\" rel=\"lightbox[ONR2]\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.vertigogaming.net\/HUD\/BETA2.png\" width=\"412\" height=\"308\" border=\"0\" vspace=\"15\" \/><\/a><\/center><br \/>\n<!--\u2013start_raw\u2013--><br \/>\n&lt;br?&gt;<!--\u2013end_raw\u2013--><br \/>\n<!--break--><br \/>\n&lt;\/br?&gt;<\/p>\n<p><center><a title=\"The near-final HUD positioning, with the tip jar and ticket orders on the sides.\" href=\"http:\/\/www.vertigogaming.net\/HUD\/BETA3.png\" rel=\"lightbox[ONR2]\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.vertigogaming.net\/HUD\/BETA3.png\" width=\"412\" height=\"308\" border=\"0\" vspace=\"15\" \/><\/a><\/center><br \/>\n<!--\u2013start_raw\u2013--><br \/>\n&lt;br?&gt;<!--\u2013end_raw\u2013--><br \/>\nAfter talking to a close friend on the internet about the pic, I took a good hard look at the final pic that was to be released in a GM mag the following month. It just wasn&#8217;t going to work. While the photo manipulation worked in Liquisity 2, that&#8217;s really because the objects themselves are so small to begin with. And so, I&#8217;ve decided not to pursue this design style.<br \/>\n<!--break--><br \/>\nThat&#8217;s not to say I&#8217;ve given up. Over the last four years in college I&#8217;ve taken some art classes and refined my style a bit. This last week I&#8217;ve set out to try drawing the foods yet again, and you know something&#8230;it doesn&#8217;t look half bad: &lt;\/br?&gt;<br \/>\n<!--break--><br \/>\n<!--start_raw--><\/p>\n<p><center><br \/>\n<img decoding=\"async\" src=\"http:\/\/www.vertigogaming.net\/PSP\/bugermeat.gif\" border=\"0\" vspace=\"15\" \/><br \/>\n<em><br \/>\nThe original hamburger pattie from Ore no Ryomi 2 that I drew&#8230;<\/em><br \/>\n<!--break--><br \/>\n<img decoding=\"async\" src=\"http:\/\/www.vertigogaming.net\/PSP\/pattie2.jpg\" border=\"0\" vspace=\"15\" \/><em><br \/>\n&#8230;and the new patte I drew just the other day (hand drawn and then photoshopped)<\/em><br \/>\n<!--break--><br \/>\n<!--\u2013end_raw\u2013--><\/center><br \/>\nSo yes, I&#8217;m continuing work on ONR3. And I will have to do it all by myself. I will not, however, release any details or screenshots until I have a working beta and all the art done. I&#8217;ve learned from the past that it&#8217;s simply useless to release details and mock up screens of a game that may never come out. So, expect nothing for a good long while on the ONR3 side.<br \/>\n<!--break--><br \/>\nWell, maybe one thing: ONR3 will be free. Spirits of Metropolis looks to be the only commercial game I&#8217;m doing this year. Woo!<br \/>\n<!--break--><br \/>\nAnd so ends this long series of posts on the many styles of Ore no Ryomi 3. I&#8217;m a bit curious though: what do you think of the old mockup?<\/p>\n","protected":false},"excerpt":{"rendered":"<p>So, I have shown you many versions of Ore no Ryomi. And through those versions, with each artist dropping out for their own reason, I realized something. There would be only one way of making the game: either with lots of cash to pay professional artists, or drawing it myself.<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":"","_links_to":"","_links_to_target":""},"categories":[1,10],"tags":[],"class_list":["post-25","post","type-post","status-publish","format-standard","hentry","category-game-maker","category-ore-no-ryomi-3"],"_links":{"self":[{"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=\/wp\/v2\/posts\/25","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=25"}],"version-history":[{"count":1,"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=\/wp\/v2\/posts\/25\/revisions"}],"predecessor-version":[{"id":2814,"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=\/wp\/v2\/posts\/25\/revisions\/2814"}],"wp:attachment":[{"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=25"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=25"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=25"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}