Posted October 01, 2020 by Johannes Nicholas
For some reason my devlog from this week has gone missing, maybe I accidentally deleted it. Either way, this is a catch up log done a week later and should cover everything I talked about in the last one.
Week 4 focused on graphics, however most of the graphics in IceCream Jump have already been implemented so I put effort into particles, level design, and polish. Most artwork in Icecream jump is open source. The tile-map and player are from open game art, (see game description for up to date references and credits). However, in order to meet a consistent art style, other textures I made myself. The art style of this game is 16 color, bi-linear 32x32 pixels for the tile-map and anything non living, (Icecream, buckets, etc). Whereas anything living is sharp pixel art of multiple colors. This difference in graphics has a history in early generation consoles and computers, that could have a detailed background but limited graphics for the sprites that move around. In my option this difference also has a subconscious impact, as living things don't just merge into the scenery. They seem to be separate, as if alive and warm and should be treated differently to the cold surroundings.
I smoothed out annoying corners and jumps in level 3 and polished up level 4, ready to add orders.
Additions:
Changes:
Fixes:
Next week will focus on User Interface, Polish, fully implementing levels 4 and 5.