Post #4 – Blood and Bones
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This week was the week directly after our alpha play test. After showcasing our game to our fellow peers and the teachers we had received a lot of positive feedback and constructive criticism. Noting every valuable piece of commentary we set about to fix and change what was recommended of us. Working in the F building with my game designer Joel I decided to take up the task of creating art assets that would be used as death animations. The problem arose that the cannon didn’t seem powerful enough. The cannon was meant as a power up for the player meaning an upgrade from his original weapon. Some of the feedback we had received was that the cannon did not feel more powerful than the bubble gun regardless of it looking like it did. Joel would solve that problem by adding in blood and guts to the deaths of the fish. Starting off I began fooling around in Photoshop with different types of blood squirts. The only issue was that I had never before drawn blood splatters or pools of blood. I had no idea where to start. As always I began my research of cartoon blood and even ventured into looking at real pools of blood and gore. (I had to wash my eyes with holy water afterwards). After getting a sense of how blood pooled I began drawing some cartoon like blood squirts in Photoshop. This was not what Joel was looking for and asked me to create a simple red pool that he could play around with in Unity. I decided to create a curvy pool of blood with a simple color or red that would resemble blood. However this didn’t work out either. I had realized that I would need to add some form of shading to my blood for it to look good.
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