A blog: Part 1 – The blog of blog

5SD064

This week following the feedback we received from Marcus, i remade the terrain sprites to have diagonal lines instead of vertical lines. That was based on his recommendation that diagonal lines are harder to notice for the human eye. While i did this i also completed more terrain parts that we use to make the foreground layer, which i have drawn in the style of the Japanese wood block paintings. I drew it that way because it was described that it should be in such a style, in the concept and design documents. I have also been learning how to animate in Unity this week, and i have made some progress on the rifleman character. With more and more assets becoming completed we are now investigating various design issues that may arise in the future, such as size and aesthetics.

 

The reason why we decided to use terrain sprites in our game, is to make the process of creating level foregrounds and backgrounds faster. When i first created these sprites they had a grass layer on top that was hastily put together, but after receiving feedback from Marcus noting the admittedly terrible grass i have been working on new grass sprites that may or may not be animated to sway in the wind in the future. The reason why we are unsure about this is because it would mean that the other “light” sprites that can sway in the wind, would have to sway aswell.
Reflecting further on the terrain sprites, i would say that our decision to base the fore and background on the japanese wood block style was a good one but it did take me a while to learn how to emulate the style. Some of the assets being used in the alpha were mimicked from the concept document but not directly copied, instead it was meant for me to learn how to get the colours and linework done right. It is obviously far from perfect because A: im not actually painting on a japanese wood block and B: im not super experienced with painting in Photoshop.piecenopiece.png

About Alexander Linde

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