Posted May 30, 2024 by Ee3eEe
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Why 5.A, this week will be broken into 2 parts. One will tackle, graphics and assets. (Here!) and the other will deal with results from a testing session, with the rest of the KIT109 students! Lets get into it!
Won't be any actual talking about coding today. Will will be talking about art! (Assets) If you've been following along the majority if not all of the assets present in the game have been white boxes. All of them. Which isn't very engaging is it. Now in this case, I needed to break up what was needed for the game.
Three areas that need assets:
Player:
Worldspace:
Rectangle Obstacle
Sound Effects:
For this section, I enlisted the support of a close friend named Thomas who provided around 60% base for the assets. While I filled in the gaps, and animated all of the animations you see in game, based of the base assets. Lets talk about them in order.
Now in communication with tom we decided on making the melon man asset into multiple smaller assets, which could then be manipulated into various poses and animations.
Now those who are particularly observant will notice a little folder called renders and a little file called play run!
This is is run cycle animation for the game, now the reason we decided on this approach was in part consideration of the scope of the project and the style I had in mind. This approach was much less time consuming then standard 2D frame by frame animation, or tweening and was very easy to implement with generic software. (I used Krita!) We used this approach for the majority of animation in the game.
Now it was very important that we make a clear distinction between the world and its obstacles to easily identify them as a threat, so with tom, we came up a few things.
For the Missile:
We wanted it to feel unique and interesting compared to jetpack joyride.
We came up with the missile we made the Knife Shark Rocket Missile. Because what is more dangerous then a knife shark missile?
Its also paired with a very generic ! indicator I created.
Now, there is another obstacle called the Saw, this replaces the static rectangles and the spinners.
For brevity I will only be attaching the song assets I am using, SFX will be listed in the final devlogs implementaion.
I decided on a few tracks to help keep the games atmosphere feel more alive and engaging.
For in gameplay I will be using two tracks.
"Luminare” - Fast Action 8 Bit Rock By HeatleyBros
And "Fury Road" Fast Action 8 Bit Rock by HeatleyBros
And for when the player dies.
This week, this changes are not being implemented this week, but after 5.B and into week 6 . Week 5.B will deal with user feedback and peer review!
Thank you for following the game.
HeatleyBros. (2020, June 21). “Luminare” - fast action 8 bit rock by HeatleyBros. YouTube.
HeatleyBros. (2019, December 29). “fury road” fast action 8 bit rock by HeatleyBros. YouTube.
HeatleyBros. (2016, September 9). “Ancient passage” mysterious spooky game music by HeatleyBros. YouTube.