This week has totally been about armor sets. I’ve spent the whole week doing all the armor sets for the game, and it’s driving me nuts. I’ feel a fashion designer for virtual characters (on a side note, I think it’d be quite curious to collaborate with actual fashion designers on game character art). Let me tell you a bit about my process, just in case you decide to design your own armor set in the future. Really nothing special, but this point, I can’t think of anything else to write about, and my head is full of armor sets, so here we go…

Step 1: Research

One of my teachers once told me, being creative is like going to the toilet. You can’t poo if you haven’t eaten anything, even if you sit there for hours. So likewise, you won’t be able to come up with fresh ideas if you don’t ‘ingest’ new things. Basically, if you want your ideas to be good, you need to do a ton of research. But it is better to try at look at stuff that isn’t popular, or that not a lot of people use as inspiration – because then you’ll have different sources from everyone else. I went to the museums in London to look at the Japanese collections (there wasn’t a lot though), and also looked at a lot of old prints. If I were hardcore, I’d go to Japan. Guess I’m not hardcore enough :(


Step 2: Sketches

This is the most fun part! Here you take everything you’ve learnt from the research, and try to add your own twist or style to it. I just draw about a billion random designs on the paper and go crazy with it. Typically for me, only around 10% of the stuff is good enough to develop further. I also try to give all the boss characters a distinguishing feature on their armor or weapon.

Step 3: Finalize

I hate this part. This is where I actually have to draw it in Flash, and color it and rig it. The creative part is gone, now you’re just following blueprints. All-in-all it usually takes me 1-2 hours to do one armor set, depending on the detail. I have to do one for male, and then re-fit it for female, then after that, program all the parts that can be ‘dyed’ into a different color, so I can use the editor to re-color it and combine it into different sets (although the original colours are always my favourite).

 

Anyway, that’s my typical cycle of designing the armor for this game. Got time to spare? Want to have a go? If yes, then download the Sinjid character template here and print it out. You’ll have an A4 sheet of paper with grey character outlines on it. Now you go do your research, draw on the outlines with black ink, and then scan it and send it to me! I’d love to see what you come up with. Don’t worry if your drawing skills aren’t good – all you need is imagination! After two weeks, I’ll pick my favourite entry and put it into the game. Ready? Set? GO!

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50 Responses to Designing Armor Sets

  1. whase says:

    Thanks! I’m having trouble designing armor myself, this really should help!

  2. Matthew says:

    Krin you are a legend and we all appreciate all the work you have done here. Just as a quick idea, completing an armor set should yield certain bonuses. For example, the full set of “water” armor gives you 40 percent resistance to water type moves.
    Keep up the good work, your an inspiration.
    Matt

    • Krin says:

      Way ahead of you there Matt :D Set bonuses are already a feature in the game! Usually in a set of 5 items, you’d typically get a bonus if you have 2 items, and another one if you have 4.

      This is so that you still can swap one of the items of the set out for another non-set item without a penalty.

      Gives more room for customisation!

  3. Raron says:

    Nice one! I can really say that you are very dedicated towards this game, very few game developers would go to such lengths and plan their game, all these info is really getting the excitement in me to play sinjid. See if you can tell us by when the game might be ready.

  4. Shateras says:

    This was a very nicely done idea. Gives us time to do something, to contribute, and adds a sense of competition.
    Thanks.

  5. Pocketbike says:

    Challenge accepted… A very well thought out idea for game design!

  6. Wumbo says:

    I’m guessing the end game sets will have something to do with a phoenix or dragon (AWESOME)

  7. kidwithlotsoftimetospare says:

    how do we send it to you

  8. Jak says:

    dude, are you making any money off this game? you are putting so much effort in it and if yoy aren’t getting anything out of it you should allow people to donate to you and they get their name on the end credits or something! or be named after a in-game character!

  9. Zyph says:

    Will you accept word art on the template?

  10. Karpov says:

    Krin, i think you create a lot of things on sinjid and I would be like to see a new video. Please add a one new video if you can or i am be very angry >:(. I am waitinggggg!!!!!!

    see it http://www.youtube.com/watch?v=-ftSjF77nkI

  11. Pocketbike says:

    How do we compete? Do we hand draw it, or do we have to use a type of drawing program (If so someone reply which one is the best, please!) please someone tell me, I would really appreciate it!!!

  12. kidwithlotsoftimetospare says:

    is there a limit to how many we can submit?

  13. Grandlucky says:

    Hey guy! I love your games! You are AMAZING :D and only 15 comments for this page…and you have 20.000.000 plays for Sonny 2(armor games)… you need sponsors! :D

  14. Andrew says:

    Great job with everything man. I’ve been a fan of all of your games and I look forward to this next installment. One of the only reasons I go to armor games is in the hopes of just maybe seeing “Sonny 3 released today” on the homepage lol. I need more distractions from work asap.

  15. LIFe says:

    Are we allowed to increase the size of the templates?

  16. Felix says:

    I am a big fan of Sinjid, I like the way you draw Sinjid in the “Sinjid: Shadow of the Warrior”. It looks so cool.
    I think it will be a great success for “Sinjid 2”

  17. Lifemaster says:

    We’d love to see the winning one when you’ve chosen it :-)

  18. Taylor says:

    Hey Krin, im 13 and absolutely adore your work. can’t wait for this game to come out. Looks awesome! whole new game engine by the looks of things :) Also wondering… I am thinking of posting in a few Armour sets, but not that good at art as i didn’t take it as a option :/ oh well, cant wait for this game :)

  19. Mir says:

    Hey krin, i was thinking, if you could upgrade all the loot that you gain in battles, like if we could upgrade armor at a forge, weapons at a grindstone AND make potions at an alchemy lab*
    Btw, how’s the polishing and stuff going?

    This is what happens when you play Skyrim TOO much and your older bro won’t let you play it.

  20. Alex says:

    Krin, I’m a newbie game maker and never made any games :D. Can i ask you what Flash Program is that for drawing?
    And what Game Maker you used for a game like this, i mean , you can move right and left and fight enemies like that, and good graphics.
    Thanks!

    Alex

    • Krin says:

      I actually just draw in Adobe’s Flash CS5.5 (which is what I also use to program the game). If you try a hand at game making, then I think stuff like StarCarft 2 Map Editor will be the best place to start. Because then you can practice the actual game design without having to worry too much about technical things.

  21. Ahame says:

    I know its a bit late, but would you still be up to taking submissions? my friend is very artistic when it comes to these kinds of things and im going to try to talk him into drawing a few for you :)

  22. Dyno says:

    Hey Krin,

    I’m glad to see that the man I call the Genius of Flash Gaming has returned. Fuck Angry Birds, fuck Guitar Hero, fuck all this mass marketing, trendy game industry.Long live the underground games which were conceived as art.I’ve seen you infusing your artworks with passion since you released that simple, yet addicting game called ”Who stole my Medicine”

    You are totally underrated, being unbeknown to most gamers around.Still, you have created new concepts of plot and RPG gameplay.In the midst of recurring zombie defense games , which were spammed daily, you managed to follow the fashion, yet with a never seem before twist: to play as one of the undead.
    The sequel was even better. Just when people though they had seen enough innovation in Sonny 1, they came across the new job system, which was based in zombie abilities, instead of the classic division consisting of ”archer-mage-knight”.

    I am, thus, very excited to see you are back in action. I’m sure you are going to surprise us once more in this Sinjid sequel, with new gameplay concepts and a thrilling plot.I will just point a couple of things which I think you could improve, based in what I saw in the alpha videos:

    – The characters’ hind legs are a bit oversized, since they have the same size as the front ones (being front the one nearest to the player and hind, the other one). It seems the characters are duck-walking. Same for the arms.

    -Perhaps you should add some knockback to the moves.The enemy stands still after taking a spear trust! All this proximity in combat seems to lead to button mashing, and to leave little, if any, opportunities to evade enemy damage. It’s a bit similar to Grand Chase that way.
    In the other hand, too much knock-back will make the game look like Smash Bros Brawl. I think the exact amount of knock-back would be the one in Street Fighter II.Some physics in the knock-back (with a slight amount of acceleration) would be just as fine.

    Finally, I think you should open an account in PayPal for donations. Angry Video Game Nerd and Exploding Rabbit both have one and they seem to be making quite a buck.

    Perhaps you should create your own game industry. I’m sure you have skills, and soon, fame enough, to achieve worldwide success.

    I think that’s all. I’m looking forward to see new stuff coming from the Studio, and wish you success in whatever you come up with.

    -Dyno

    • Dyno says:

      PS: I told you that the fighting between the characters was too close-ranged (two fighters could even kiss at that distance).
      Real-life fights have the two players a bit farther from each other. If you want to add more realism to the fights, I recommend you to create a block/counter attack system, with more knockback (as i’ve stated in the previous post), so if one has to think before launching attacks. It would be similar to the combat system in Street Fighter II, which I consider a game with some degree of realism in its fights (in relation to distance between the fighters, i’m not talking about the hadoukens!). If you don’t want to add such system, consider putting knockback in a way similar to beat-em-ups, such as double dragon or cadillacs and dinosaurs.
      If you want to add even more realism, you could add grappling in the fighting styles. As far as I’m concerned Judo (and maybe Jiu-Jistu) was used by japanese combatants in order to take down heavily-armored samurais. Anyway, you can see that almost any fight, whether it is in a bar, in Mixed Martial Arts or even in warfare, ends up in grappling, with both combatants in the ground.
      In case you consider such sugestions, I strongly recommend you watching the Angry Video Game Nerd video about the Batman games. One of was a sidescroller with battle system similar to Mortal Kombat, which didn’t fit so well. You can study it to avoid mistakes in the battle system construction. In the other hand, the Mortal Kombat franchise has its own sidescroller with the very same battle system, (MK Subzero) which seems to have an OK gameplay when it comes to mashing the baddies.
      Finally, I think it might be a good idea to put punching/slashing/beating sound when Sinjid strikes an enemy. It makes beating a pleasurable activity.

    • Rerira says:

      Hey, great, you mentioned Grand Chase!
      Its a good game.

    • Krin says:

      Thanks for writing :) It’s this kind of enthusiasm that really keeps me going.

      I am aware of the problem with the hind legs, but since the game’s camera is not to perspective (the background is 2D flat) then having perspective characters would be too strange – so you get 2D pressed characters instead.

      And actually, I’ve added knock-back to the game about a month ago. It works really well. It’s not a huge factor in gameplay (if you knock someone back, you’d still be in range for another strike right away), but it does make things a lot more fun – I’ll post a video or something to demonstrate.

      On donations: Well I had a PayPal for donation at first, but I think to be fair, I’d offer some kind of premium content. I won’t be as brutal as most Freemium model games where free players are basically deprived without premium. It’ll be more like a ‘thank-you’ gift for players who contribute. The meat of the game is still free to play. Hopefully I can get enough momentum going to go into proper indie PC or console game development :)

      I hope you’ll enjoy Sinjid when it comes out as much as I enjoy developing it! So far it’s the most exciting thing I’ve worked on – I really mean that.

  23. Rerira says:

    Yes, let the fans help you, i don’t care how much i have to wait, i’m realy happy, to see that Shinjid will continue, as well as Sonny.
    Whats even more, you are planning COLONY 2! Im very prouuuuud……

  24. Zyph says:

    I think it’s time for an update :)

  25. Lifemaster says:

    I hate to be a downer, but I strongly disagree with Dyno’s suggestion to introduce knockback effects into Sinjid. I believe that many others besides myself would not enjoy just another game in which the best way to win is to time your attacks such that you hit once, they get knocked back, they come at you again, you hit them again, they get knocked back, etc. Dear God, just thinking about the awful cheesiness of that style of arcade game play is nauseating.

    I’m sorry Dyno, I agree with you on Krin’s resourcefulness as a gamer and what you said in your first paragraphs, but the knockback effects would ruin combat. I’m relatively sure that it’s too late to implement that in the game anyway, but I feel it had to be said. Realism in gaming is seriously overrated. If you want realism in a game such as this, then you would lose attack power or strength as your vitality lowered, to the extent that if your health bar was almost out, it would be impossible to come back due to the sheer weight of the “injury” effect. Games such as Sinjid thrive on the fact that you can play to your fullest until your health runs out. Knockbacks are completely relevant to this issue. What happens if you’re fighting against two opponents who get on either side of you? Do you just keep getting hit from one side to the other?

    I didn’t even go into grappling…let’s just say that this is not a game about bar fighting and mma. At least I hope it’s not.

    Anxiously awaiting the next Krin masterpiece.

    -Lifemaster

    • Shateras says:

      Agreed. Definitely agreed.

    • Krin says:

      You are essentially right in that Sinjid is primarily an RPG game. But I HAVE added knock-back as an experiment, and it really works for me.

      It’s not really arcade-level knock-back though – it’s very subtle. Just enough to make your moves feel powerful, but not enough to knock enemies out of range or anything like that.

      There ARE some moves that have massive knock-back (or pull, in the case of grappling hooks) to manipulate distane between you and your target, but these are usually on big cool-downs.

      So basically, there ARE some arcade/platformer elements in Sinjid, and they DO affect gameplay, but not to extreme levels.

      Think of it like this: In Sonny, you had turn based, so you had time to read what buffs do. As a result, a LOT of gameplay revolved around buffs. In Sinjid, you can’t pause and read every buff: so the gameplay shifts to the physical positions/movements of the characters.

      But in both games, you still have the same core RPG stuff: item builds, skill builds, tactics and strategy. What’s now exciting about Sinjid is that you need both strategy AND execution to win.

      I’ll post some videos later that show the arcade/platformer elements.

  26. Mark says:

    It is so good to have a grin website back! I was deveststed when the old one went down. Anyway! If I can put my two cents in, could you please put in a set of armor that is almost impossible to get? I k ow it sounds ridiculous but I member farming and playing sonny 2 forbhiurs to max out my guys. Having cool end armor provides an incentive to sink hours of gameplay into the game, not that I wouldn’t already…

    • Krin says:

      Oh yeah, I’ll definitely add ‘impossible’ content :)

      I’m thinking about a “Hard-Code Mode:” it’s basically all enemies with stats pumped up, and you can’t out-level them. And if you die ONCE, it’s game-over for that character and you’ll have to start a new one. Impossible enough? :)

      • Shateras says:

        I enjoyed the “special” zones, with the bosses that either required brute force or cunning to defeat. Except don’t make the requirements to get in as harsh as Sonny 2. So far as I’ve heard, no one’s been able to do it, unless they hacked the game.

        • Abaddon says:

          A bit late, but I just had to reply to this. TONS of people unlocked both ‘extra’ zones without cheating in Sonny 2. The fact that the requirements for such zones are so harsh is something people love about Krin’s games, it gives you something to work towards and presents an actual challenge to people who find the easy mode far too easy. Taking that away just to please the more casual players who probably wouldn’t even care about not having access to these zones is something I hope Krin would never do.

      • Mark says:

        Well as long as its physically possible, im up for a challenge :)

  27. Zyph says:

    Are there going to pets or companions?

    I also really enjoy “special” zones that you can only get after you beat the game, like in the first sonny where you fought those 4 (or 5?) people at the very last zone and the last person to fight was sinjid’s shadow.

    I’m excited for Sinjid as I was for your past games because they are extremely fun, and I mean EXTREMELY fun.

    Any new info that you can tell us that is specifically exiting to YOU?

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  29. sonny gamer says:

    Hey krin have you considered creating a reaper character in sinjid in some kinda event when some guy reveals his true form or something like that

  30. You could definitely see your enthusiasm within the paintings you write. The sector hopes for more passionate writers like you who aren’t afraid to mention how they believe. All the time follow your heart.

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