Log 2 – 8.12.25-14.12.25

STAGE: Pre-production – Game Design and Promotion

KEEP DRAWING AND BONING UP ON JS…

Mon 8 Dec – Sun 14th Dec

Focus of the week: game as user interface – how screen design conveys game information – visual cues to guide player… – from the reading, playing and planning…

Mon

Examples

  • for player stats – change sounds of sprites to convey status – an example is in Links Awakening – power-ups that have limited expiry time use a special music piece whist active, then it finishes when the power-up runs out. It’s an effective way to indicate the time limit – and the music is quite hyped, adding to the sense of urgent clock tickery.
  • Links awakening – once you leave the first house, in search of the beach to the south, the level design supports the path you need to take – the path stands out and is made VERY obvious to the player
  • There is a heirarchy of
  • take aways
    • I am a big fan of having the game world convey as much of he information as possible
    • The heirarchy of importance in a game screen – how these things read etc… this can also be contextual, so needs to be carefully balanced…

Tues

  • Project work 1
  • At least enough to
  • developing a visual style
    • what are the immovable constraints
    • what do we need to draw from
    • i like the way in b and w graphics they slowly meld from the black describing the texture to white describing it
    • purposes – in game – cutscenes
    • https://twinwingames.com/guide-to-2d-game-art/
    • look at analysis of things i like as well as devligs by those that inspire – pedro medeiros
    • how do they handle detail and readability in backgrounds, scenes, etc. characters, props – size, detail, animation, scenes etc. textures, tone etc. scale
    • https://www.patreon.com/posts/gamedev-city-97987324
    • patreon
    • I ike a style where everything is doing something – nothing is superfluous…
  • 4 colours (255 – 100%, 170 – 67%, 85 – 33%, 0) – after looking at the graphics in
    • Creating depth in textures etc.
      • Foreground use only three colours
        • black for shadows and outline (yeah, I know, not a fan of them…)
        • dark grey for base
        • light grey for highlights
      • Midground use only three colours
        • dark grey for shadows and outline (yeah, I know, not a fan of them…)
        • light grey for base
        • white for highlights
      • Background use only light grey
      • actual background is white
    • This logic applies to

Wed

  • Game play – continue with current game and notes etc.
  • Play for an hour – make notes

The Legend of Zelda – Link’s Awakening – screen composition and graphics

look at context and purpose of graphics – heirarchy, use of texture and tone to convey important information – in a way, it follows user interface design principles…

Takeaways for Subliminor

Thu

  • Project work 2 – Pre production –

More detailed sketches for intro cutscene

  • mock up the Intro Cutscene properly – more high fidelity pen and paper…
  • Focusing more on the compositions…
  • break down the intro into the parts
  • The approach – shape – light – detail (this bit depends on the purpose and context – e.g. if its in the background – consider limiting this, possibly to 0
  • storm clouds – side on view – start with a series of circles – on mass, they have a flow because they are in a group- light from above/behind top left –
    • pedro says: Start by thinking in groups of spheres with a flat base
    • calm clouds – side on view – limit detail as it is in the background
    • rain – side on view
    • wind whisps – side on view
    • sea mist flurries – side on view
    • waves on beach – 3/4 view – these are distant, only need to be a few curved lines…
    • rock with logo – side on view
    • calm scene of the bay – headland in distance – side on view – refer to initial sketch –
    • calm scene of the bay – the main rock bits…3/4 view
    • top half of character from behind – 3/4 view
    • sparkly/glinty sand – side on view
  • Aiming for the style that has as few outlines as possible – e.g. transitioning from one shade to another doesn’t have an outline (I mean, why do that???)
  • Get reference…
  • https://saint11.art/blog/pixel-art-tutorials/#Clouds
  • Interestingly, the b.g clouds here are just the thing I think: https://saint11.art/blog/pixel-art-tutorials/#Ruins
  • This is the one for the character: https://saint11.art/blog/pixel-art-tutorials/#TopDownWalkCycle and this one: https://saint11.art/blog/pixel-art-tutorials/#TopDownRun
  • 2 tone
  • QR code of subliminor.com

Fri

  • Project work 3 – mockup website – it will be charcoal black – with a square in the middle – that is the ‘game screen’ – it will be 2x scale ()
  • also add in links to discord channel and nlx dev blog
  • geeze i am rusty on css and html! yikes!

Sat

  • Finish off tasks or, if done – start another task…
  • do the tutorial
  • icon/logo – design to work at small scale…

Sun

A quick catch up session

Takeaways

Today is making the web page!!!

The doing…

  • Hour 1 – document and update log of things done (this page)
  • Hour 2 – add tasks to the next one… (include a link to it from here…)

HOUR 3 and 4 – Tutorial/learning thing – do that tute in the GBStudio world building book

Lesson for the week –

QUESTIONS

keep adding them, and keep rolling them over…

  • develop initial style guide as a starting point – develop a starter style guide – link to pinterest
  • set up pipeline – 1. work on local machine – using VScode 2. commit to gitlab – 3. posted on site
  • mockup intro cutscene in aesprite
  • tidy up the game design doc
  • create icon for discord etc. – a shape that reads properly
  • examples of multiple ways of accessing game world data – not necessarily the SAME game rendered for different devices and platforms – but ways of accessing the game world using different APPS on the SAME device/platform…
  • looking at ways of interacting with the gameworld – via handheld devices – what are some solutions from different games?
  • how could i incorporate paper mechanics and cutouts?
  • build in 30 mins of drawing activity every day please! and then, on to watercolour etc.
  • add in a place to capture questions/tasks that need to be investigated/done and can be added to the list every week…

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