So it looks like today I managed to come up with a good enough logo idea for our game - Space Cthulhu (well, at least that’s what I’m calling it).
Should be a nice welcoming logo to see in game in the menu’s. The design is largely based off the already posted ships designs.
Slight retro styled background just for the giggles too.
The latest changes to the game are available on Google Drive. This includes more movement of the background, music and finally… bullets. It can be downloaded from http://adf.ly/eCbD2
This in no way is close to the final product, this is just a test to see where the art style is going. Some of the features from this version will be added when discussed in our next team meeting.
The song used is ‘Jelly Fish’ by I Am Legion. This is the instrumental version of their instrumentals album.
*The song won’t be kept on the game, it’s just a small test to see how music works in GameMaker.
A slightly long video to be fair, but this is my work from concept to pixel based textures in Photoshop.
The asset made in this video should hopefully be the player fighter ship.
First draft of my pixel art enemies for our 2D Digital Game (which I am currently code naming ‘Space Cthulhu’) at the University of South Wales, Newport.
Both of these assets are set at 256 * 256 so resize if needed.
The Drone is set to be an enemy that follows patterns along with other drones, they should be more of a distraction from the main enemy. These enemies should be a simple kill - possibly a one hit death.
The Jellyfish is set to be a possible end boss/mid boss enemy. I was hoping to have it fire some kind of ‘electrical current’ as its weapon, the way it’ll work is by locking onto where the character is then charging before firing - this will give the player time to move and to fire at the ship.
As discussed by me and my team members, we’re trying to incorporate a credit currency/score system, this will open up upgrades in the player shop. I’ve worked on a few different coins for different scores, for example - purple = 50c
These are designed to fall off the enemy’s ships when they disappear, when collected the player should be notified by text reading for example: ‘+100!’
We think that by adding currency, more ships and upgrades will offer replayability.
The end product of yesterday’s live stream. These concepts will now be used to create the final pixel art based objects for our game.
For anyone who wants to catch up on the live stream, check the youtube video seen on this page.
Here’s part 1 of my live stream from earlier on today. In this live stream I went over some colour concepts for my in game enemy - The Jellyfish.
Apologies to any German viewers who unfortunately won’t be able to view this video due to copyright claims on the music played. Also, I’m sorry for the somewhat poor framerates in some points, this is due to 1. poor internet connection and 2. not having one of the more popular screen recording tools.
Nonetheless, I hope you enjoy the video!
As the lead artist in my University group project, I cannot stress how important planning & concept is.
Concepting is where all of my visual ideas come from, without an idea, how can we develop?
What Game Am I Working On?
Currently, as part of a university project, me and 3 other students are working on a ‘Bullet Hell’ genre game (for reference, see Jamestown). These games are usually fast paced move and shoot games. Our idea is to give it a slightly retro style (pixel art) while implementing mechanics that can separate it from other Bullet Hell games.
This project is currently in week 3 out of a 13 week schedule, we are currently mainly focusing on mechanics and ‘necessities’, art work should start to be added by week 4 and then ‘desirables’ will follow shortly after.
Where Do We Start?
Ideas usually start out on pen & paper. Gathering ideas that you could see working well in your thoughts. Discussions of these ideas with peers then flesh everything out further. These ideas are usually written in a development journal, our development journal can be found here. With each iteration of an idea, we can prepare ourselves with some kind of envisionment of how our product will look.
From Paper to Digital
Visual concepts should ideally begin on paper, making many different iterations of whatever you plan on adding. From the concepts you prefer most, they should be taken further digitally.
This image shows the basic ideas I came up with for generic ships/bosses that will appear in our bullet hell game.
These are then the ideas that were taken further. These are called ‘light value’ concepts - just adding high contrast colours to make out extremely basic details. I referenced jellyfish very closely for the idea of these alien ships.
These first drafts can now be taken even further digitally through the use of colour and shading and generally extending the ideas further.
When the concept is completed, you should have a full idea of what you are designing, by following your concept work you can begin work on your finalised product.
With a well prepared concept, your idea of what you are creating should be evident, and in the long-run will more than likely save you more time.
So I’ve decided to change my Tumblr page a bit more now as I want to use it as a blog to promote my Games Design work. Most of my work is uploaded to Facebook & Google+ first time around, but this blog could be used as a development journal for most of my work.
If you would like to catch up with my work then by all means visit my Facebook page - https://www.facebook.com/adeangameart