Showing posts with label Full Moon. Show all posts
Showing posts with label Full Moon. Show all posts

Saturday, 19 March 2016

Week 22 - Creating Day and Night

One of the key elements in our game is the change between day and night.

Cristian painted both backgrounds so I made two different scenes, day and night, as each level has different parts. I don't have the day version of the enemy and player yet or any sprite sheets so I just used the night sprites and made different prefabs with them.

I prefer the way the nighttime looks so far as it seems more interesting and fun. This scene has two enemies as the werewolf version of the player has higher health and attack.

I used what we learned when making menus to activate different levels. We decided to have a countdown of two minutes between scenes. I added this piece of script but haven't yet figured out how to phase between the two nicely.

Friday, 19 February 2016

Week 20 - Putting the Art into Unity

Cristian roughly painted a few different scenes so that we could choose one we all agreed on and I had painted the potion so went and started assembling everything into Unity.

We decided on this background but with a slightly more purple hues. I hadn't been given any character to use yet so I placed one of the standard asset sprites so I could start sizing things and placing objects where I needed them.

Monday, 8 February 2016

Icons - Boosts

For our game we decided to do some boost items; a potion and some runes. All three of us feel more comfortable with character designing but as the tasks had to be split up we decided that Bryony will do the character sheets, Cristian will do the Backgrounds and I will do the icons and coding.

I like designing objects but as I am only really comfortable with sketches on paper, it was odd to render on Photoshop. We decided on a painterly looking style with pixel art characters so I didn't go into too much detail, though I did want to add beads and other bits however the icon will only be small so there's not really any point anyway.



I desaturated the icon to make a black and white version for when the object has not yet been picked up.

Saturday, 30 January 2016

Week 17 - Full Moon Prototype

In the early stages of the game we don't have that much art ready for us to use. I used what we have to begin  build the game as the gameplay should be worked on before the art so that it all fits together nicely.

I used the sketch of the character Bryony drew for both the main and enemy character and put in the background art Cristian drew. I really like how the background looks but we realised it was too short. We could shrink the screen size but instead I asked him to redraw it but more stretched. I also realised that it didn't look like the character is actually on the field. It is too obviously just an image and doesn't work well with the characters. I decided that 2048 * 1080 is a good resolution for the screen and showed Cristian how it needed to be edited to improve it.

Wednesday, 20 January 2016

Full Moon - Original Concepts

For this term's game, the brief asks for a 2D, one screen (no screen scrolling) game. We were to get into groups of 4-5 though our group only has 3 so we will have to work a little harder.

We decided on a game based on a werewolf from a tribe as there are a few similar legends.

We made a quick paper prototype to present and help it come together in our minds. As we each have to make at least one art asset and one script, we also assigned jobs to each other. All three of us feel more comfortable doing character designs but unfortunately we had to compromise. We decided that Cristian will make the background concepts and design the summoned enemy, Bryony will design the rest of the characters and make their sprite sheets, and I will design the item boosts and do the scripting as out of all three of us, I feel more comfortable with Unity.

This is the quick background Cristian drew for our paper prototype. We wanted some bits to go with our theme but decided to not add any huts to later designs as we want the character to look more like an outcast.

Bryony sketched the designs for the main character. She added a mid-transformation design but to minimize the workload, we will just phase straight into day/night.
Although I am worried about our small group, I am actually looking forward to working in a group and creating a full game.