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Hello again!
This week we´ve been establishing the art style of the game.
Previous week we translated the concept into actual design for the game, breaking down our intended aesthetic goals to fail and sucess states that can guide us when creating the tuning the mechanics.
The mechanics have a major impact on the art style and the environment.
As an example from our discussions:
When creating the mechanic of dimension shifting we were toying with different ideas for that concept. What could be a possible destination for such travle?
If we make the dimension shifting somewhat of a time travel, the environment would be worn down, rusty and barely functional.
If it would shift the player into another world, like the gates of hell, that world needs to have a completely different architecture.
We could come away quite cheap by toying with the idea of big and small, just increase the size of objects and call it quit. However that would not resemble the mechanics we already settled for.
As we already had discussed some lore. That the player avatar got powers of telekinesis and teleport we related that to the traditional arcane powers.
Arcane powers are usually depicted as pink, white and purple.
As a common point of reference we decided to take inspiration from World of Warcraft and the zone ”The twisting nether”. The twisting nether is a shattered place filled with unknown powers that ripped the world asunder.
This fit our mechanics quite well and decided that our second dimension would be a shattered version of our first one. The first one would be in stylized realism.
We also discussed the hardware to use as there was a deadline for booking of equipment.
Due to limited programming resources the group decided to cut the handheld controller as previously mentioned in last weeks blogpost. Instead a traditional keyboard and mouse will be used.
That is it for this week. See you next time!
//Oskar
About Oskar Kervefors
2015 Graphics
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