Showing posts with label Mock. Show all posts
Showing posts with label Mock. Show all posts

Tuesday, 5 April 2016

Tutor Feedback and Notes - 4/4/16

Tutorial Feedback from Doros, on the first Demo:
  1. Start page – too dark / black text on dark bg –text is unreadable.
  2.  Camera – too far out – needs to be zoomed in more. Needs to be decided before you design/fine tune your level
  3. Character animation – Needs more frames / more fluent change between idle / walk / jump
  4. Tree animations – interesting effect but maybe it have been better if the tree trunks don’t move and only the upper part of the trees/leaves?
  5. Level navigation/jumping. Controls are not accurate enough for this type of level design. The character jumps way to far and the blocks are too small making the level frustratingly difficult to navigate (Maybe its me, but I did not manage to climb the tree – and I did try more than 20 times!) 
  6. Character clings on platforms on the way down.
  7. I want to see an example of the dialogue and how it will be implemented.
  8. Examples of enemies / fight mechanics? How are the enemies going to be moving around the space? Will each type of enemy have a unique moveset?
Notes:
  1.  Start Page was an after thought to inform that the art assets were temporary and that all placements were subject to some change.
  2. Agreed, The Camera is too far out. This shall be rectified first.
  3. Temporary Sprite, All finished sprites are still being drawn.
  4. Tree Trunks move by mistake, Product of the sprite being cut afew pixels short. Shall be rectified imediatly.
  5. Jump needs to be fine tuned. Will also experiment with stone placement to try and find the best layout.
  6. Hadn't thought of that.
  7. Dialogue is currently being written, I should recieve it later today. Ready for implementation.
  8. Yes, Each type of enemy will have its own style of movement. Mock sprites are being created.

Saturday, 26 March 2016

Bringing Life to the Enviroment - Mock Sprite Decisions

The idea of using a forest setting brings with it some peculiar hang ups. A forest is never still. Despite using mock sprites and nothing being finalised yet, the use of static images to represent a forest full of life negates the point. This brings the question, how do you show movement of the trees, without sacrificing time? The answer arose while experimenting with the leaves on a mock sprite. By redrawing just the leaves with only minor differences, the allusion is given that they are in fact moving. The initial experiment and mock sprite uses only two frames as a proof of concept, though final sprites should utilise three or four for a greater emphesis of movement.

Thursday, 24 March 2016

Mock Design Assets - British Ash Trees

When discussing the setting and story of Nimbus during our last tutorial session (23rd March 16), Ivan brought up the topic of endangered trees. Stating that the British Ash Tree was currently endangered due to fungal Infection and insects [http://www.independent.co.uk/environment/nature/britains-ash-trees-could-be-wiped-out-by-fungal-infection-and-borer-beetle-a6951246.html]. With this thought firmly in mind, we began to rethink certain design aspects of the game with the British Ash Tree.

With an over arching theme of technology and
pollution destroying the forrest, the idea of using somewhat endangered tree's became a linchpin in using design to tell a story. Basic mock assets were redrawn to resemble that of Ash trees in various stages of decay. This works as a way to re-inforce the enviromental themes of the game, as it somewhat reflects the state of out current enviroment. Providing more depth to the plot.



https://i.ytimg.com/vi/lacWSKjLdSI/maxresdefault.jpg