Dragon Song Blogpost 5

This week has been a bit of a roller coaster. It started of fine. I was doing good on my way to finish my work with the background and parallaxing layers for the beta presentation tomorrow. But as it turned out, because of unforeseen events, I had to put aside the last parallax layer and divert my attention to other things.

This Wednesday we presented our games art assets for feedback and we got a lot of good feedback. Some we had heard before, and some not. The most notable feedback we got was that it was apparent that art assets was not created by the same person and they did not match with each other. We have gotten this feedback before and it has been discussed with the team about how we are going to solve it. A suggestion for this was that we look over the lines for our art.

But now I am going discuss more about the work I have done this week!

DragonSong_Paralax2

DragonSong_Paralax3

These are the two parallax layers that I have been working on. I continued using the style that I established on the background last week. I added an additional layer of colors between the existing ones and tried to make the transitions between them a bit jaggedly instead of straight lines. But each texture has a different kind of transition based upon what the texture represents. The grass looks like grass, the stone has a hard transition but a very rough line in style with stone.

And then we have the dirt. Dirt was and still is very hard for me to illustrate in keeping with the style that our game has, but I am happy with the results. It actually struck me when I was finished with it, that it looks a bit like the surface of Jupiter had van Gogh tried to paint it.

The seeds on the trees are supposed to glow but I have not gotten around to fixing that yet. The tree top and seeds still needs some work. I am also aware that the flower looks very out of place right now. I am not sure if I am going to fix it or just remove it entirely.

AssetExample

Now, do to unforeseen events unfolding just yesterday, we had to rework some of the art assets and add some other missing art as well. So the third parallax layer that I was set to start working on had to be put aside, so we now only have two repeating parallax layers in our game. My attention had to be diverted to creating what was missing for the beta presentation. This was mostly projectiles and a power-up.

The projectile on the left is supposed to be a sound wave inspired piece, but once I saw it in-game it ended up looking more like a fish skeleton. But I did not have the time to go back and revise it, so it would have to do for now.

The next piece is a power-up. The idea for the power-up was that, when activated, a disco ball appears and starts to shoot the enemies with its own projectiles. I started looking at references of disco balls and came to the conclusion that they are very boring in and of themselves. So I cut the disco ball in half and decided I would do some kind of unique contraption on the top in order to spice things up, so to say.

I had several ideas that was very quickly discarded because they were ridiculous, but in the end I think I went with the most ludicrous idea. I like it. The final version will hopefully be animated as well.

The projectile to the right is the enemy projectile. Not the final version. I tried to keep it crystal themed, but right now it does not match with the enemies actually firing it.

Also, the small green and pink crystals are for a particle effect that was added for when the enemies dies. These are not final either, and do not exactly match with the enemies as well, they are just re-purposed from an earlier picture I made.

And lastly, I have the projectile for the disco dragon DJ. This one is actually animated.

Discoball_Projectile

About Kristofer Karlsson

2014  Graphics