Blog week 6: The Cutscenes
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It’s getting real close now, finally time for the big finale tomorrow! Time to start crunching for real. This sprint we have mainly been cleaning up and fixing what’s left for the game as this is the last week. For me personally that means fixing the ending cutscene, or well cutscenes as we have two different variations. In our game the player isn’t the one who dies when the timer runs out, it’s the younger brother who you’re trying to save. But just because they have died doesn’t mean that the game has ended. To show this in the game we took the decision to have two different cutscences depending on whether or not you cleared the level in time. In order for the game story to be coherent I started out by storyboarding all of the cutscenes featured in the game. We decided to go for still images due to our time constraint. I also tried to keep the amount of images we need as few as possible to ease our workload. This proved to be quite challenging due to the fact that we at first didn’t want any text for the cutscenes. This would force us to draw out every detail that we wanted to convey in the story, but we quickly realized that it would cause us a lot of extra work. Suddenly having text accompany the scenes did not sound so bad. When doing the cutscenes we had to discuss the style we wanted to use. We could’ve used the same type of graphics like we have in game or we could take the opportunity and make something different. We decided to go with the latter, we still wanted it to be pixel art, just not as clean or small. With a bigger canvas we could add more details to the cutscenes, things that got lost during the transition from concept art to pixel graphics. While this generally is just small details it felt good to be able to do something a bit different for a change. In order for us to have a coherent colouring for the cutscences we decided to go for grayscale and simply adding a colour overlay on top to give it just a hint of colour. We also decided to have a sketchy style on the cutscenes just because we really liked the way it looked and the contrast with the clean in-game graphic was something that we fell for because it felt like a fairytale. One of the things that were rough with this was the fact that I wasn’t the only one working on the cutscenes so we had to work really hard to keep it consistent (hence all of the ”we” in this weeks text as almost all of the decisions we made were together). Now you might be wondering what are the cutscenes about? Well you’re just going to have to come and play our game tomorrow.
Everyone loves an happy end right? |
