Week 7 of Spelutveckling, introduktion. Cleaning up.

This week, I have been working on cleaning up, changing and fixing the different things I’ve worked on earlier.
So let’s start with the changes. The logger that I’ve been working on has gone having a green hood to a red hood. The green hood he had before blended in with the environment, and made the game harder to read. Me and the lead artist came to the solution to make the enemies in the game instead have a primarily red color scheme, since it  gives a contrast to the green environments of the forest. Changing it was as simple as putting a red hooded head in a layer on top of the existing animations.
I’ve also changed the design document slightly. Most changes I made were implementing ideas that have been in word only as well as balancing some of the enemy units power levels, due to some being changed in roles. One of the things added was water as a part of environment, an idea that had been along since alpha, but simply had been forgotten to be written down.
I also worked on a new map, one that would make the forest seem more like a forest and less of a labyrinth, while still challenging the player step by step in the different ways that we needed.
map v1

The first, area, the rightmost one, is a free area for the player to place the different towers.
The nest area is corridors of different size, where the player can work on barricading paths, with the vertical paths giving the player more freedom of movement.
After that, we introduce the final environment, water. This area is designed so that the player knows that they can attack across the water, without fear of retaliation from the melee enemies.
The final area has all kinds of challenges from the former areas, from corridors of different sizes to  wide open space around the life tree.

Beyond the changes I also made a death animation for the logger:
Deathmelt
The plan is to have it covered in grass once it reaches the bottom.
I made the animation by using the transform function on each frame, making the character shorter, but also redrawing the axe and top of the hood so that it looks like the logger is shrinking into his clothes and  drops the axe along the way.
The reason that we went for this animation is that we didin’t want something that felt too “gamey” like him disappearing in a particle effect, nor to comical like falling into a pile of bones or something too violent like exploding into giblets.

So this was my scattered week. Now I will keep working on maps and game balance.

About Pontus Hassis

2014  Graphics