Week 4 - Presentation and Graphics
This week,
on Monday, I added a proper background, creating a pixel artwork. Unfortunately, I didn't realize the sizing was off on the website I used, so the art I had scaled terribly and looked blurry. I then went in and touched it up, modifying it from non-tileable to moderately tileable by simply changing how the sides matched up. Realistically though, despite doing it's job, I couldn't scale it much due to how I made the original.
From there, I added the animation to the main enemies, meaning they walked properly.
As of Thursday, I've scaled the artwork using a pixel art scaler, (by 500%), meaning I'm now able to place it properly as a background without blurriness or need to tile it. I then added a fire asset from The Duck Game and turned it into an animation, which the player now shoots instead of small orange balls.
The background currently looks too bright considering the theme of the game. So, post processing comes into play.
I've added a vignette, and some colour grading to shift the hue ever so slightly, reduce saturation by about 30, as well as using the gamma trackball to add a slight purple overlay to increase that feeling of bleak overcast daytime.
I still intend to add a proper grass texture if need-be, but the vignette seems to hide it, which allows the shape of the background to play into it.
Feedback I received was:
- Feels too dark
- Should the fireballs be rotated?
- No player graphics?
- Not enough contrast between background and ground at the moment
- Holding the mouse down would feel better for firing.
- It looks dark but the sky colours look bright.
Taking in some of that feedback, I've turned the saturation further, in an effort to drain the sharp, bright whites and blues from the scene, and brightened the colour of the foreground in order to define it and ensure it's separated from the background, whilst still looking relatively desolate.
I'll look to adding a character in before next week.
Game
Status | In development |
Author | SovereignCharm |
More posts
- Week 7 - Reflection, Asset ListMay 27, 2021
- Week 6 - Finishing and Testing ResultsMay 19, 2021
- Week 5 - UI and TestingMay 13, 2021
- Week 2 - Basic Level BlockingApr 29, 2021
- Week 3 - Enemy FunctionsApr 29, 2021
- Week 1 - Player MovementApr 16, 2021
- Game ConceptApr 03, 2021
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