Miro
2D platformer
Storyline:
Miro lives on the outside of the kingdom as a peasant raising his kids.
Miro’s wife died years ago. She was kidnapped by the kings guard. Peasant warrior, Miro, has to abandon his kids to rescue his wife. Miro’s father, a knight of the kings guard, tried to stop the kidnapping. He was stripped of his knighthood and locked away in prison for treason. Miro falls short on his mission, only to watch his wife beheaded by the King.
Years Later…
Miro meets a strange bruja (vodoo witch). She gives him a mysterious elixir to overcome his depression. She acts as a mentor to help him care for his kids and live through his depression. The elixir has incredible effects. Lucid dreams. Vivid nightmares of the future. The nightmares intertwined with Miro’s past original rescue mission which failed.
Thus, Miro sets out again, this time for revenge!
Artwork: Here’s a super rough look at some of the current landscape artwork lol, it will get better I promise! =)
Overall Goal: Make a fun, easy to play Indy platformer with the main focus being art, story, and combat.
Dream Goal: Get the game green-lit, and launch it on Steam. This is not a mobile game.
***This is my first game so bare with me, I’ve already been working on it for a year lol =)
2 Likes
Looks good so far.
Note - greenlight is dead.
Thanks!
Oh wow… what’s the process to get on Steam now?
Pay $100 per submission
Make back the money over time.
Ive not looked into it, only what others have said. Google knows. 
1 Like
I spent the whole week playing with level design. I’ve gone back and forth on what’s the best approach. How much of the game art should be hand-drawn versus computer-made. What pixel size of the various drawings. What’s the best integration method between my various softwares. Which software to use and for what. Majority of the level design will be some balance between Vue, Photoshop, After Effects, Procreate (ipad), and original hand-drawn art scanned in.
I throw on Pandora (either Hans Zimmer or my station :)) then just play with the art for hours.
Also we do have a facebook page if anyone wants to check it out. Super basic right now with very few updates.
Website is also in the works.
I like you am first and foremost and nearly totally an artist. Over the years I think I have learned the best approach for game design is to get core mechanics working with the most simplest of art pieces. Once the core is stable and in a state that ‘could’ represent a mvp with junk visuals, then the artist/developer should plan the games scope, features, levels and quality standards to know what will be involved in completing the game in front of him. Only after those two stages should the artist/developer begin working on art pieces.
The reason is simple - working on art upfront leads to wasted time and effort, if the core mechanics are not set in stone and the design has not been fleshed out. Art pieces will eventually be used or not based on the scope of the project, so unless the developer has already designed (design doc or outline) the game completely - art creation should be placed on hold.
It would suck to see the final build of your game not include a dinosaur graveyard right? 
Mixed medial sometimes - even if developed by veteran artists - tend to look disconnected. Try to keep this in mind when deciding on what is going to be hand drawn, vs, digital, 2D vs 3D.
There are tons of examples how mixed media can end up not looking good, AAA and indie. The best example I can give for seemless great looking mixed media is IMO Limbo.
1 Like
Awesome thanks for the information! I like the idea of getting the pipeline and core mechanics fleshed out before creating tons of artwork.
Are there any words of wisdom out there for an overall file size for an entire desktop game? How many 4096 x 4096 images could one hope for? If I had a goal with overall file size, this would help me gameplan the entire project. Limit the size of huge images. Find ways to use 256x256 sprites or even less.
This artwork looks insane! Looking forward to this game.
1 Like
THanks yooo!! I appreciate it!
I started working on sprites today. I’ll upload some video of the current run animation later this week. I need to smooth out some frames.
Miro Drawing: (sorry taken from my phone then re-imported in, quality is trash)
Side Note — I started taking Game Scripting at the community college where I live. Turns out the class uses Unity as the main application! I’ve done countless online tutorials but it sure helps having real people around you, to answer real questions. <3