Wednesday, 11 December 2013

Development work for 2D Game Project


For my art I will be using low resolution pixel art as in low res the pixels will become more visible therefore which will make the game more 8-bit which is the style I was kind of going for with my sprite.
I have explained how I create sprites here I used this method to also create a moving animation for my sprite I used the same sprite but I slightly tilted the head forward and tilted the cloak backward so it looks like the sprite is moving forward and then I animated the cloak to make it seem like it is flowing in the wind. This will most likely be around 8-10 frames each frame will have a different cloak movement and all together I hope they will all come out as a movement motion. To add more detail I tried to add the highlight on top of the cloaks head to move a tiny bit to make it look like the hood is moving while the spirit is floating in the air.


















After I had created the moving animation I went on to creating the jumping animation. To make it look like it is jumping I made the cloaking thinner as if the head was rising and the drapes were following it. The ends of the drapes will flap in the wind but no flow so it looks like a high jump. During the making of this I didn't like how the lines were smooth I wanted them to be pixel like so I tried to use the pencil tool instead of the brush and it had satisfying results as the lines were cleaner and also more pixel looking with the minimum pencil size of 1. I also added a crease at the bottom of the hood and made him face up to add more detail to the jump. I was thinking this should be 5 frames long as the jump is pretty fast in-game.















This frame it starts the jump. The body of the cloak is thinner than the idle animation as the cloak is getting dragged through the air the higher it goes the thinner it will get to a certain extent while it is getting thinner the cloak will also flow at the edge of it.
























After I had completed the sprite gifs I then went on to do the background for the levels that were being made by my fellow group member. he requested that he would need outdoor scenery as well as indoor objects as well. Since this game was about avoiding light I would make no sense having it day light outside so I had this in mind while making the outdoor objects so I created silhouettes of objects instead like this fence. For the fence I tried to have the image tessellate so it could be repeated for the whole outdoor room. To do this I had to make sure the end of each image that touched the sides would fit with the other side. I didn't really pay much attention to detail as it was just a silhouette some lines were a bit to thick however I didn't really mind as this image would be in the back and in the dark so it would be hard to noticed and also players would be to concentrated on trying to get past the level to noticed as the sprite moves quite fast. If I had to go do this again I would create more time for myself to make things perfect however time was not on my side as most things had to be done by a deadline and I was kind of behind as planning took longer than usual.












 Here in a silhouette of a lamp post one with the lights on and the other with the lights off, the reason for this was because I wanted the have our designer to switch the lights on and off as one of the points of our game was to avoid light so I was thinking this was a nice addition to the start of our game. However we seemed to have had problems with putting this image on construct as the png file would create this distorted black color around it which messed up the image; we decided to not put this in because of this and we had no way to fix it.

The design of the lamp post of based on the lamp posts used in Victorian times as the design of it gave a strong image of it being a lamp post which produced light. Giving the player the impression that you were to be wary being around it. Pretty disappointing it could not be placed in to our game because of some faults.



 This cobble stone wall is meant to represent the inside of the walls and floor while on the surface it was meant to be a clean marble finish. The tarmac was a darker colour than the stones itself as well. I tried to avoid touching the edges with my drawing as these were meant to be placed next to each other so if i had them touching the sides I would have to make them go on to the opposite side as well just so it would look right.
 I placed holes in these decaying wooden walls to show that the house was breaking. I also tried to add cracks in the wood planks as well to try suggest that the planks itself were not going to hold and were being crushed.
 These 3 brick walls are for the bottom level of the basement where you are to find your coffin and complete the game. The two holes in this wall are meant to be together so is they were to be on top of one another they would form a massive hole however if they were put on the side of each other they would not and the other images of the walls were put on the top of it then it would look like just one small hole.

 One of the reasons why I created three images for this wall background was so that the wall would become my interesting as the wooden decaying was just a single image and looked really plain and boring so by adding three images the wall has more interesting features.







These two gifs are made in the same way I created the sprite. I wanted this haunted house to have a story of the sort to why it was abandoned and I feel like this gif of the wall shows why. Their is a creature living in the basement. The spirit could of be possibly killed by this creature which is why the coffin with it's body is inside and he could be going back in to retrieve it back.


The coffin is animated to show that it is being opened. The idea was for the coffin to be opened and then the player was meant to jump into the coffin to go rest or go back into its body; whichever the player wishes to perceive it.










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