💼 Careercow Andrew Dobson (aka Tom Preston)

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There is a game like that, it's called the Adventure of Pip or something like that where the character transitions from graphical styles
That is indeed the name of the game.

Her design is ok I guess, too plain and unrelated to the concept in my opinion. Also it looks like her back is about to snap.
Are her legs wider than her shoulders? Or maybe it's just the tiny waist. Or both.

Also, he just posted some Doctor Who sketches.

image.jpeg


"Ten
Published a few seconds ago

I wanna draw the Tenth Doctor for Inktober, but I've always had trouble drawing him. Here is a set of sketches where I was trying to understand the work of his face and to simplify / cartoonize it a bit.
"
 
Última edición:
Dobson just posted this to his Patreon along with all his Inktober. It's his idea for a video game.

This is a video game concept I’ve had for a while. It’s called “PIXELS” (no relation to the Adam Sandler movie).

Suppose he actually made it.

Good luck to anyone trying to search for it on Google.
 
Dobson just posted this to his Patreon along with all his Inktober. It's his idea for a video game.

Ver archivo adjunto 54438


"PIXELS
Published 18 minutes ago

This is a video game concept I’ve had for a while. It’s called “PIXELS” (no relation to the Adam Sandler movie).


The world becomes fragmented into varying degrees of pixelated graphics. Some parts of the world are 8-Bit, some parts are 16-Bit, and some are Atari 2600 level graphics. To get through each level you (the player) are able to decrease the resolution of one object, and increase the resolution of another.


The puzzle aspect is that the varying resolutions can’t display the path properly, so you need to change the resolution (either by sucking pixels away, or giving more pixels) to help navigate yourself to the goal.


So for example as illustrated above, the goal is in the center of the Castle. But in Atari mode, you can't see the goal. Upgrading the surrounding into 16-bit shows the goal, but you're still trapped out of it. Upgrading to the highest resolution shows a path you can use to get inside and complete the level.


The TWIST of the game is that you can suck the pixels from ANYTHING, even to the point of erasing them completely. That includes NPC’s. Sometimes a level will not provide you with enough pixels to continue and you’ll be forced to make a choice of sucking the pixels out of characters who aid your help or just live around the area. So there are real consequences to just taking pixels away from everything to move forward.


The problem making this game a reality is the level of art assets needed to even just make a proof of concept is MASSIVE. And I just honestly don’t have that kind of time right now."
So the concept of the game is you either kill shit to improve yourself and actually make it through, or you do nothing. Leave it to Dobson to make a game where doing what's fun and actually going through the game is considered bad.
 
So the concept of the game is you either kill shit to improve yourself and actually make it through, or you do nothing. Leave it to Dobson to make a game where doing what's fun and actually going through the game is considered bad.
It's basically taking concepts from Adventures of Pip and Undertale and mushing them together, only without any of the charm or fun of the games.
 
Dobson just posted this to his Patreon along with all his Inktober. It's his idea for a video game.

Ver archivo adjunto 54438


"PIXELS
Published 18 minutes ago

This is a video game concept I’ve had for a while. It’s called “PIXELS” (no relation to the Adam Sandler movie).


The world becomes fragmented into varying degrees of pixelated graphics. Some parts of the world are 8-Bit, some parts are 16-Bit, and some are Atari 2600 level graphics. To get through each level you (the player) are able to decrease the resolution of one object, and increase the resolution of another.


The puzzle aspect is that the varying resolutions can’t display the path properly, so you need to change the resolution (either by sucking pixels away, or giving more pixels) to help navigate yourself to the goal.


So for example as illustrated above, the goal is in the center of the Castle. But in Atari mode, you can't see the goal. Upgrading the surrounding into 16-bit shows the goal, but you're still trapped out of it. Upgrading to the highest resolution shows a path you can use to get inside and complete the level.


The TWIST of the game is that you can suck the pixels from ANYTHING, even to the point of erasing them completely. That includes NPC’s. Sometimes a level will not provide you with enough pixels to continue and you’ll be forced to make a choice of sucking the pixels out of characters who aid your help or just live around the area. So there are real consequences to just taking pixels away from everything to move forward.


The problem making this game a reality is the level of art assets needed to even just make a proof of concept is MASSIVE. And I just honestly don’t have that kind of time right now."

Classic dobbie, heres something I want to do and believe strongly in but I cant be bothered.
Like your skyrim poetry book you lazy fuck.
 
The problem making this game a reality is the level of art assets needed to even just make a proof of concept is MASSIVE. And I just honestly don’t have that kind of time right now."

Yeah, that's the problem. Not you knowing nothing about game design or being completely unable to write a story. Even if the stupid movie didn't exist, that's such a bland insubstantial title.

What I'm saying is, I hope he makes it happen.
 
So the concept of the game is you either kill shit to improve yourself and actually make it through, or you do nothing. Leave it to Dobson to make a game where doing what's fun and actually going through the game is considered bad.

Well there's two ways I can see the implementation.

-The "morality" is that you can't progress without taking pixels from npcs/ect... so it's calling you bad for something you have to do.

-You can progress without it but you can just take from other stuff too so it doesn't matter.

Maybe if the whole "killing people for their pixels" thing unlocked something optional yet useful like shortcuts or extra supplies then it might work.
 
Also, he just posted some Doctor Who sketches.

Ver archivo adjunto 54443

"Ten
Published a few seconds ago

I wanna draw the Tenth Doctor for Inktober, but I've always had trouble drawing him. Here is a set of sketches where I was trying to understand the work of his face and to simplify / cartoonize it a bit.
"

That is supposed to be David Tennant?
Frankly, two or three of these characters look to me more like they belong in the Ghostbuster cartoon and one looks like a jewish Steve Bushemi. Dobson draws the noses and cheeks in a way that just looks too hard/prominent and the characters look also way too old compared to what Tennant did as the Doctor or in general. (seriously, guy looked like he was only reaching the 30s when he started as Doctor, in reality he is now 44)
Come on. None of them looks remotely like THAT
David_Tennant.jpg

Then again, Dobson seems to have a real problem getting any of the Doctor's faces right, if his Matt Smith pictures on dA are any indication.
 
Última edición:
Dobson just posted this to his Patreon along with all his Inktober. It's his idea for a video game.

Ver archivo adjunto 54438


"PIXELS
Published 18 minutes ago

This is a video game concept I’ve had for a while. It’s called “PIXELS” (no relation to the Adam Sandler movie).


The world becomes fragmented into varying degrees of pixelated graphics. Some parts of the world are 8-Bit, some parts are 16-Bit, and some are Atari 2600 level graphics. To get through each level you (the player) are able to decrease the resolution of one object, and increase the resolution of another.


The puzzle aspect is that the varying resolutions can’t display the path properly, so you need to change the resolution (either by sucking pixels away, or giving more pixels) to help navigate yourself to the goal.


So for example as illustrated above, the goal is in the center of the Castle. But in Atari mode, you can't see the goal. Upgrading the surrounding into 16-bit shows the goal, but you're still trapped out of it. Upgrading to the highest resolution shows a path you can use to get inside and complete the level.


The TWIST of the game is that you can suck the pixels from ANYTHING, even to the point of erasing them completely. That includes NPC’s. Sometimes a level will not provide you with enough pixels to continue and you’ll be forced to make a choice of sucking the pixels out of characters who aid your help or just live around the area. So there are real consequences to just taking pixels away from everything to move forward.


The problem making this game a reality is the level of art assets needed to even just make a proof of concept is MASSIVE. And I just honestly don’t have that kind of time right now."
I like the basic idea of switching between two different graphical options in order to traverse puzzles, but there needs to be some advantage to using low graphics as well. Maybe low quality pixels can be used as steps or platforms in order to traverse steep slopes but high quality pixels are too small and you slide down the slope.
 
I like the basic idea of switching between two different graphical options in order to traverse puzzles, but there needs to be some advantage to using low graphics as well. Maybe low quality pixels can be used as steps or platforms in order to traverse steep slopes but high quality pixels are too small and you slide down the slope.
 
1) Mandatory "Dobson vidya" and "sucking" joke
2) The idea sounds neat, I guess... a shame the industry really doesn't need "idea guys" as much as "let's get this show on the road!"-guys.

Sometimes a level will not provide you with enough pixels to continue and you’ll be forced to make a choice of sucking the pixels out of characters who aid your help or just live around the area. So there are real consequences to just taking pixels away from everything to move forward.
As already pointed out: the game pretty much gets you stranded at a dead end unless you do something that is meant to make you feel sad.
Spec Ops - The Line had a similar part,
where you have to attack hostile soldiers with white phosphorus shells and you can't proceed unless you destroy the last target, which turns out to be a tent full of civilians.
I hate these "force the player to do something and expect him to feel bad about it, despite giving him no choice in the matter." It's just a really cheap shot.
What is "or just live around the area" even supposed to mean? Is the player expected to either "suck up" some NPC or simply let the PC sit there in an endless loop of idle-animations?
Equally, the "So there are real consequences to just taking pixels" bit is nonsensical. Unless it's a recurring NPC, reducing him has literally NO consequences and if he's a recurring NPC, such a puzzle would mean it's part of the expected solution to get through the level.
It's like saying the player can decide to not fight the endboss of a game and just "live around the area"... Literally what?

tl;dr: Decent idea, tbh ... but somehow it just doesn't add up.

Damn, this game looks awesome.
I guess it's not exactly like Dobbos idea, but yeah... it's an actual game and not just some middle aged manchilds fantasy...
 
Última edición:
As already pointed out: the game pretty much gets you stranded at a dead end unless you do something that is meant to make you feel sad.
Spec Ops - The Line had a similar part,
where you have to attack hostile soldiers with white phosphorus shells and you can't proceed unless you destroy the last target, which turns out to be a tent full of civilians.
I hate these "force the player to do something and expect him to feel bad about it, despite giving him no choice in the matter." It's just a really cheap shot.
What is "or just live around the area" even supposed to mean? Is the player expected to either "suck up" some NPC or simply let the PC sit there in an endless loop of idle-animations?
Equally, the "So there are real consequences to just taking pixels" bit is nonsensical. Unless it's a recurring NPC, reducing him has literally NO consequences and if he's a recurring NPC, such a puzzle would mean it's part of the expected solution to get through the level.
It's like saying the player can decide to not fight the endboss of a game and just "live around the area"... Literally what?
Go play Undertale. It addresses both those issues and makes sure that if you do something bad, it's entirely your fault and yours alone. And there are consequences to your actions.
 
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