Ambient Pressure: Power-ups with animation
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For the final post during this course I decided to talk about the power-ups and their animation. Our game include three power-ups, which are as follows.
We considered it important to have each pick-up animated, to further compel the player to pick it up. It would make the whole game seem more lively. So, for the power-ups I decided to just keep an easy animation where they slowly jump back and forth, with some special animation for the light-up and the guiding arrow which will be seen below. The first power-up that was completed was Light-up. We all basically saw it as a light in a bottle, so that is what I decided to draw. This is the final version of Light-up: The first version of this was a lot more transparent, since I created it working from a darker background than the metallic blue we eventually went with. After feedback from the playtesting, of how it was kind of hard to spot, I made it less transparent to hopefully give a bigger contrast to the background. I am also hoping that the moving light will also aid in making it more noticable. The second power-up that was created was the repellent. Designing this as something the player should want to pick up, when it is actually toxic waste was a bigger challenge than the other power-ups. We talked about having it as a flask filled with purple liquid and that’s when we decided to give the power-ups a specific appearance; they would all be in something made of glass. I decided to make the repellent as a glass jar filled with purple liquid. The third, and final, power-up was Guiding Arrow. I had imagined it from the start as a transparent box with a bouncing arrow inside trying to get out, so after the decision of making all the power-ups out of glass; this was of course what I did. Here is the final version: The orange arrow inside will be used as the arrow who guides the player as well, when the power-up is picked up (or ”crushed”) the arrow will escape to the outer range of the Diver’s field of vision and spin towards the nearest sample. |


