Game Development / Task 2

22.4.2024 - 12.6.2024 (Week 1 - Week 7)

Loke Yan Ling / 0344602 

Game Development / Bachelor of Design in Creative Media

Task 2: Art Asset Development 


Instructions


Task 2: Art Asset Development

This task need to continue proceed the game assets from the proposal. Most of the character have been designed in task 1, except big boss. Therefore, this task will continue on designing the scenes and details that not been focused.

Fig 1.1 Draft for Abyss (big boss)
 
While I initially designed the Big Boss to resemble the traditional Tarot Devil card, I felt it didn't quite capture the energetic vibe I envisioned for the character.  To better align with my overall, simpler, and cuter art style, I'm revisiting the design.  However, I recognize the importance of retaining some details to convey the Big Boss's powerful and energetic nature.  I'll be referencing the design proposals we discussed and iterating on the Big Boss to find a balance between simplicity and conveying their character's essence.

Fig 1.2 Process of drawing

Fig 1.3 Final Look of Abyss

To differentiate Isadora from Abyss (Big Boss) and avoid the misconception that they belong to the same category, I'm revamping Isadora's visual design, particularly her outfit. This will give her a distinct look that better reflects her unique character and role in the story. The coat of the character removed.

Fig 1.4 Final Look of Isadora

Fig 1.5 Intro of the story

As the game begin, it will start with the story telling first. For the storyline, it should start with
  • The power of crystal
  • Where does it belong - protector of village
  • it has been steal by Viper (enemy)
  • having conversation with npc (Isadora)
Then the game start with the selection of potion and instructions.

Fig 1.6 Starting Page

The starting page use silhouette of a forest as midground and the mountain as the background. The mountain are the hint to show that the boss is at the mountain. The silhouette of a forest shows where the story happens and begin. I feel that the style of starting page is not matched with the gaming style.

Fig 1.7 Potion Selection

Fig 1.8 conversation with npc

Following the captivating story intro, the game will seamlessly transition to a conversation with a key NPC, Isadora (as depicted in Fig 1.8). This natural progression will immerse players in the world and establish Isadora's role in the narrative. I applied a  grey mask to the background to make the characters have a contrast from the background. While Isadora is speaking, Aurora will have darker tone; vise versa. This would indicate who's speaking.



Fig 1.7 Draft environment of Level 1

Fig 1.6 are the overall look of Level 1, that shows all the obstacles. At the end of waterfall, the obstacles will move up and move to the right. The player will proceed to next scene. However, there is some detail of obstacles have not been added, Fig 1.6 will just a draft that not been finalized.


Sprite of the character. 
Fig 1.8 Walking animation 1

Fig 1.9 Walking sprite 1

Fig 1.10 Walking Sprite 2

Fig 1.11 Walking animation 2

I more prefer with the walking sprite 2, it looks more closely to walking pose. While jump pose will be using the fourth pose in Fig 1.10. The shooting sprite into animation is hard for me as most of the pose I find it from reference. 



Fig 1.12 Snake 1 attack draft

Fig 1.13 Snake 1 Attack animation

Fig 1.14 Snake 2 Attack draft

Fig 1.15 Snake 2 Attack animation



Fig 1.16 Viper Attack Animation

I wasted quite a lot of time by animating the character, then I saw the submission description just listed no need to go on the animation,  just the assets and mockups. So, I keep on improve the starting page and the potion selection page

Fig 1.17Starting Page

Fig 1.18 Starting Page

The starting page added same  elements from the conversation page (fig1.8) which also indicates the style of the gaming. To highlight the main purpose, background have been darken and used same typeface to make the design consistent. The red is added in the background to visual telling the story of the game, the boss stage is at the mountain and also the last stage of the game.

Fig 1.19 Menu

Fig 1.20 Potion Selection

The potion selection page has been redesigned to a paper, the idea was inspired from magic world, like the witches always have very thick book with potion making ingredients and instructions. The menu page will be use as pause page also, it is inspired from the sign board that always appears in adventure story as the story background timeline were before the revolution of industry, people mostly use wood and paper to made public announcement. 

Fig 1.21 Finalize Level 1 Mockup

The level 1 draft is utilize which include all the drawing scene stated in proposal and added the cave as the transmission to level 2.

Asset List:
Characters
- Aurora (Main Character)
-Isadora (NPC)
- Snakes (Enemy 1)
- Viper (Enemy 2)
- Abyss (Boss)

Character sprites and animations
- idle
- walk
- jump
- shoot
- squat
Enemy 1 sprites and animations 
Enemy 2 sprites and animations 
Boss sprites and animations 

Item collectibles 
- Health 
- Mana
- Lamp

Game UI
- Health bar
- Mana bar
- Dialogue
- Enemy health bar

Start Scene
Story Scene
Instruction Scene
Pause Scene
Death Scene
End Scene 

Forest Level1 layout
Cave Level2 layout
Volcano Level3 layout 
Obstacles Level 1
Obstacles Level2
Obstacles Level3



Reflection

I was overwhelmed in this task. I feel there is a lot of work to do, but don't know where to start, which part is needed first. I just keep done anything that came to my mind first, like in task 1, all of the characters visual already done accept big boss. Then I designed it. The first page to see in the game is the starting page and story part, then I go on for the starting page, intro, conversation and draft for stage 1. I just can't imagine how my game gonna really looks like. As the style of drawing is cute, there is a concern that people probably think this game is designed for children. This issue i leave it later, should focus on the progress task first. Hope all of it could be finished on time.



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