Game Development Blog 3.
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This week in our game development course things have been a little bit contradictory. After the alpha was completed and our group was allowed to stay together, we ended up a little bit on a cloud and as such I am fearfull of the fact that we might have fallen a bit behind again. At the moment we are in a place that is still not so bad, but I am a little bit uneasy about the future 4 weeks. Anyways, onwards to my work this week. This week what I have been doing is working on the loose condition splashs screen. Essentially the screen you see when you are shot dead in the game. Since fancy mansion is not your house, and you are stealing from Otto von Fancy, the owner of the mansion, he will shoot you if he finds you. Our place-holder art was a black-screen filled with read blood, the text “Dead” centered in the middle, and the thiefs legs sticking in from the right edge of the image (as seen below). This represented well the feel of the picture we wanted, but was poor in execution, as it should be, and didn’t really give you a view of what had killed you, what you had seen last in your life as the thief.
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