Game development week 6 – Final

This project is almost finally at its end. Tomorrow we are supposed to have finished all the assets as well as implementing them. The game should be done. So this week I have mostly been doing touchups and fixes on several existing assets and because of this I have not done anything new or interesting so I might as well write about something I made in a previous week just for the sake of having somewhat better content.

Crossjskldjlsd

In the early stages of development the crosshair for when you are aiming in the game, we had a regular static one without any animation shown above. This was originally intended as just a placeholder but we kind of stuck with it for a while without bothering to change it. However somewhere between the Alpha and Beta we got told that, since there is a slight delay between each shot, it might be a good idea to have some sort of indication of the ”cooldown”. So what I came up with was to maybe make the crosshair itself indicate this by having a static position and when the player would shoot it would change in some way until it got back to its initial static position to indicate that you may shoot again. I thought that the easiest but also the best way to about this was to just rotate the cross of the crosshair until your ready to shoot which would take around a second or so. In order to make it slightly more obvious that something is happening I also made the circle surrounding the cross sort of break up into four pieces outwards until the cross was done rotating and then these pieces would close again and the crosshair would go back to how it initially was. It was done in Aseprite as usual. I had a 32×32 canvas and started drawing and animating the middle cross first and then added the outer curves afterwards. I simply took one frame at the time without planning how long it was gonna be and also tried to make it seem as dynamic as possible, as if shooting something and then reloading.

Crosshair

We also had to add another minor but important detail to the crosshair. In our game the player is only gonna be able to shoot forwards within a 180 degree radius so with other words the player will not be able to shoot behind the avatar. The issue here was that this was not shown very well to the player. The only thing that would happen was that the crosshair would simply not go behind the player avatar. So what we instead decided was to simply have it desaturate  when it is behind or exceeded the 180 degree radius.

Crosshair2

All in all I am pretty content with how it turned out to be even though it is more or less a minor asset in the game.

About Jari Melgén

2015 Graphics