New things
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I have upgraded the graphics of the Playable ship, now it is closer to completion. I did this by adding some temperature shifts, as well as shadows and lightning. I have separated the engine axle, the turret and the balloon so that they may be animated separately from the ships body. This allows for the animations of the parts to be controlled by player input. The idea is that the player can change the angle of the turret, however the angle is restricted so that the player can’t shot at himself. To increase the angel the player must rotate the ship, here the engine axle will rotate in relation to the ship to allow movements that would otherwise break the laws of physics.
I have made a new background for the Beta test and although this is not the finished design, the color scheme is what will be used in the final design. I made this so that our other artist and I could make color choices for the game objects in relation to it. It also makes it easier to visualize what the parallax should look like. Because the player should feel somewhat intimidated during the game play I figured that the setting should not be during midday. I did not want the setting to be at night either since that would make enemies less noticeable and generally make the production more complicated. Therefore I decided to make the background look like a sunset, although from high above the clouds since that’s where the game plays out.
I started making a concept for the boss, so that our game designer can start making ideas for its movement and attack patterns. Visualizing it makes it easier for him to plan out the boss fight. We wanted the boss to look intimidating, so a whale like the one in the original concept document was not going to cut it. I decided to go with a barracuda because it fits the design of our current enemies and is unique. I decided to make its color blend with the background since it is going to take such a huge space on screen. I was also thinking that the Aether energy which the player collects through killing enemies is blue, and that the more difficult the enemy, the bluer their color scheme should be to indicate their power level. Until next time. |


