Skip to main content

Entry 9: Character Design

This entry will show the character design for ME.

The character for this game must represent the character as ME and as a 2D sprite character in a 3D environment.

Initial character design:-

Character Design #1

The character have obvious flaws which are:-
- lacking of contrast
- looks sluggish
- lack of shadows and depth



Lecturer comments:-
- Add Shadow [Shadow might make the character blend to much. Adding depth/fog is better]
- The character's ME typo can be improved [Within this limited timeframe, I think it can be improve in the aspect of font type (Pixel Serif type might look better in the old version character) in the future.]
- Add thickness in 3D [It might break the intended visual, but adding thickness will make the character to be part of the environment (it can cast shadows). The catch is creating thickness on a 2D sprite animation might take quite time to create within these limited timeframe]




The final character design

Character Design #2

This character looks much better than the previous design. Thus, this design is used for the final game.

Character Action
The character needs to have poses for running, jumping and ducking.

Running (final game will not have smoke)


Jumping
Ducking


Aging of the Character
The character will age in the respective stages in the game, ranging from young to old.

Young (Smaller body size and bigger head)

Adult

Old (It have beards)



Comments

Popular posts from this blog

Entry 10: Stage Design and Mood

This entry will be focusing on the stage design and the look n' feel of it. "ME" initially have 4 stages, which are :- - The Beginning of the End (Young) - Fate Decide (Adult) - Dying amongst the Rats (Failed Old) Alt. Ending - End of Time (Success Old) Lecturer's comments:- The initial stage design looks really dull and monotone. Add some mood to it. [I made the scene look better by color adjusting to the right mood (orange tint in End of Time stage).] The Look n' Feel The Beginning of the End - It needs to feel fresh and early in a countryside. The sense of hope yet a subtle despair is there. Fate Decide - Running in the night in a city. The sense of danger and anxious is needed to show that every steps count and every mistakes are high liability. Dying amongst the Rats - After losing Fate Decide stage, player will be redirect to this stage where everything is difficult. The sense of exiled and lonely is required as the city is now abandoned ...

Entry 7: Initiating Technical Progress

This entry will show how the game is prototype and its main features. The prototype is done in Unity Engine 3D. The prototype is done to achieve the needed feature :- - Player moving from left to right. - Player's button mashing and limiting its  speed - Player character's jump and duck - Death with uniform speed. - Game over - Restart function Figure 1 shows the stage layout and game objects required in the Prototype This prototype will be the "skeleton" for the final artefact. In the final artefact, the stuff :- Must Have:- - Character aging - Replayability (a game loop) - A pause button - Quit button - Main Menu - Ending Good to Have:- - Color correction - Strong mood in environment - Music - Contrasting obstacles Nice to Have:- - Cinematic  letterbox - Motion blur - Alt. ending

Entry 3: Picking from 3 Ideas Proposed

IDEA #1 (CHOSEN) : TIME IS YOUR ENEMY, a cinematic side-scroller game Game Genre 2.5D Action-Runner Side-scroller Game Platform PC Target Audience -           Hardcore gamer, due to the game’s difficulty. -           Suitable to gamers who are 18> to get the game’s references. Goals -           To let the gamers be the character in-game to create a sense of immersion -           Create a story than relates to the journey of life -           Build a sense of thrill with time-based to enhance the message that the game tells Risk Assessment -           Building a full game might not be possible within the...