Evaluation
- Nathan Kerswill
- Dec 18, 2015
- 3 min read
When developing my game concept I looked at games such as Ori and Limbo. I liked how their games played and how the character was designed to look somewhat helpless. I also liked the gameplay of games like trine and deadlight and how they use map manipulation to traverse the environment. It was from this that I decided to make a puzzle platformer. I got the basic story from games I enjoyed such as Darksiders and cartoons like Avatar. It was from these games that I decided that I wanted my environment to be set in the post apocalypse and that I wanted to base my lore around Asian mythology.
During the development of my concept art I looked at different concept art from Ori and the blind forest. From these pictures I took that I wanted to use colours like blue and purple for I felt that it reflected the mood in the way I wanted. When making the concept art I decided that I wanted there to be two playable characters that you can either switch between or play with another player. I did not fully decide on the designs of the characters but at the time I wanted the characters to be separate entities. I feel that the mood portrayed in the concept art was as intended and that it stayed true to the original vision I had.
Due to my concept art I had decided that I wanted to make two different characters. In my character profile sheet I experimented with concepts like adding a mask and different colours I based each character off of a different animal being fennec fox traditional fox and a giant sloth. For my first two concepts I wanted one character to be slower yet stronger and the other to be faster and more agile yet weak. In these designs I made them a lot more colourful using hue progression and fading to add effect. In the other characters I went for a more traditional fox design with a larger tail and a more cartoonish figure. Instead of using two separate models I made one and used a single model and have the colours invert. Instead of the other style I made characters have block colours with basic outlines instead of shading and it was from this that I chose the art style for my environment.
For my animations I looked at other animations of cartoon foxes and traced the basic movements of it. I then edited it and customized it to the body I had chosen for my character. I used a lighter animation making the game appear for a younger audience. My idle was very simple, I just made the tail move a small amount it was minimal yet effective. For my other animations on the larger Yang I got part of the way through before realising that I did not have time to finish animating another character. It was at this point I decided to have the single character model with the inverting colours. I did not make a jump animation for the run animation worked as a jump as well.
When developing a 3D environment I looked at one of the landscape photos in my GDD. I was planning on copying the 3D environment into my game but I decided to take aspects from it and add them into my map designs. I feel that the 3D environment came out well in spite of me having to start again and issues with the rendering. The lighting worked well and the textures looked high quality.
After making my 3D environment I made my maps. I chose to use a style that involved drawing with strait lines only and filling them with block colours. I chose a hard cell shading style were shadows and other definitions were drawn directly onto the object with no softness on the brush. I was happy with my final pieces they looked very nice and the line drawing style added a nice effect on the environment.
In my final piece I made the drawn maps as a starting area with very minimal code in it. I did this to reduce in game lag and to make the game more optimized. Once you got through the starting are you hit a portal were you are transferred into a black and white world where you can affect the behaviour of certain objects by changing the colour of the background. This worked extremely well and breed some challenging puzzle. All of the animations and backgrounds worked well in the final product. I was very happy with the end result of my game and think that it came out better than I had originally thought it would. In conclusion I have thoroughly enjoyed this unit. It has greatly expanded my skills in animation, map design and my understanding of game engines.
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