Don't wanna be here? Send us removal request.
Text
The problems with Astria
As shown above. I cannot draw female characters in pixel art. My main problem is that I cannot draw the hair.
I tried adding colour to see if that would chnage anything and it did. I chose to use white and gold as her colours of clothing as yellow and white are colours of purity, optimisim, innocence and peaqcefullness. Matching Astria's importance of being the greek god of purity and innocence
0 notes
Text
FPS Game plan
The game story: The player goes onto a water slide at a theme park and falls into a liminal maze surrounded by space, holding the player inside until they reach a way out.
The game objective: The player must escape the maze that they have been contained in.
0 notes
Text
Finished Project of what the game could've been.
Although the game is very gone and impossible to remake in such short time. I'm very happy with this picture and all the different techniques of HUD, character design and tile mapping, with other processes that went into creating this one image. The code that would've went into this wouldn't of been incredibly complex and most likely just had about 3-4 different game mechanics.
The game would've included all the complete animations for walking, jumping, falling, idle and death.
The sound track for the game would've been a pirate like sea tune, a sound that could be made with the instrument in Sea of Thieves
Above is the animation sequences demonstrated in order of walking, jumping and death. As well as the death animation when the character dies.
0 notes
Text
HUD for Pete the Pirate
This is a primary HUD for "Pete the Pirate". I made the HUD with a timer to give the player a sense of urgency and priority to finish the game on time. This allows for a more tense and difficult game.
The skulls shows on the left corner is the health bar. The 3 skulls mean full health, while 2 skulls mean less health, etc. This gives the player more of a prioritization on whether they risk a skull (heart/life) on getting a coin or treasure or do they save their skulls for a more daring obstacle that's in the way of the objective.
I was looking for more HUD ideas from other games and came from Donkey Kong Country. I noticed that the developers had added a little picture of Donkey Kong above the heart meter. I thought that this aspect was for the player to differentiate between which player has what amount of hearts. My game is a single player adventure but i decided to add it in regardless as it was a very interesting and unique way of displaying health and I thought it would fit the playstyle of the game
Although the HUD of a game is very vital to the player as it relays information about the objective, character health, and more. I figured it was important to not clump too much information and more onto one screen as it could be overwhelming or blocking the view for the player.
0 notes
Text
Salvaging a data corruption
Due to losing all my data in a file corruption. I've turned to creating what I can from my blog. This means I can create levels and other aspects in photoshop. Unfortunately, this means that I am unable to include any code into my work. If this was Unreal I would have the character (Pete the Pirate), execute the death animation if he comes into contact with water. Secondly, I would have the treasure chest delete itself when in contact with player and then summon the bandages I've used in a recent sprite.
Above is the tile maps I used to create the environment. I used a lot of the grass and water tiles as this scene required a sea/land environment. Later on into the game i would've built piers and other such with the wood tiles. As well as using the flag as a finish line, similar to Super Mario.
For the Pete the Pirate sprite I used the blog post showing his walk animation to use. I feel like this is better to use than his stationary animation as it gives the character life, even though it wasn't included in the final product.
Even though the data corruption had greatly hindered my work. I am still able to demonstrate my knowledge and understanding of Unreal Engine through giving examples of code and techniques I would use in the code blue prints to implement my ideas into a visual game.
0 notes
Text
Level Design rules
youtube
What i learnt from this video is that its okay to be chaotic in the levels. As long as the title ism playable, its fine to add more spiked, pits, etc,
As well as adding timed platforms, for example, a platform that only allows you to use it for a certain amount of seconds.
But, at the same time its important for the game to have its minimalism, giving breaks to the player but having an enemy or 2 on the screen at all times.
Many many of the platforms and scenes have a platform or two missing and maybe an enemy on the screen. This has the user thinking about what they are doing and judging MegaMans jump times, jump distance, enemy speed and enemy damage, just survive one corner of the game. This allows the user to never have a dull moment when playing.
0 notes
Text
Peter Pan representation of pirates.
Captain Hook is the main antagonist in Peter Pan. With a red coat, a hook for a hand and a sword by his waist, captain hook was made with red clothing to symbolize his wealth and power upon his ship.
Captain Hooks colour palate of purple, white and red all signify the power and wealth that he held.
Very similarly to Captain Hook, this illustration of an old pirate holds the same colours as Captain Hook as well as the same suit and hat. The pirate is also shown to be wielding a sword on his belt with a what seems to be a musket on his front.
0 notes
Text
Pick-ups
Bandages were used to treat pirates injuries. I added this idea into my game as a way of healing the player after encountering enemies.
0 notes
Text
Ivan Dixon
Ivan Dixon is a pixel artist with famous art pieces being used on multiple music videos, such as Childish Gambino, Elton John, The Simpsons, Adventure time, etc.
Ivan Dixons art style is very detailed to the point where some of his work is hard to make out whether its pencil drawn or pixel drawn.
0 notes
Text
More Retro Box Art
Below is The Legend of Zelda: Four Swords Adventure. This game is about a young toon link who had his body divided into 3 other copies of himself, link uses this opportunity to win battles.
the box art consists of the four links in all different colour variations fending off a large mob of enemies. This shows the unity that the characters use as well as showing what kind of game the title will be like. The logo for the game shows there are four swords going through the title instead of the usual one.
Below is Kirby and the Amazing Mirror this game is about a mirror that had created a world similar to Dreamland but evil. A character from the dark Dreamworld (Dark Meta Knight) sliced Kirby in half and created copies of him.
The box on the left is the North American box while the right is the Japanese version.
In the NA/JA box, Kirby is shown to be followed by 3 of his copies, all with cellphones so the player is able to call for back up. These, very similar to The Legend of Zelda: Four Swords Adventure, shows the unity and teamwork used in the title between the characters. Showing to the user what the game would be like. The way the "& The Amazing Mirror" is shown in both boxes resembles how older shows would display their titles using a banner of some sort as if the game is a show of some sort.
The same detail in all of the Kirby's victory dances
0 notes
Text
MSCW (MoSCoW)
A game I would be submitting to be graded must have the fundamentals and essentials to a game. These essentials would include: Proper movement controls (if its a 2D game, the up and down movements must be disabled), Correct camera view/position, objective and a HUD
A game should have art styles, sound tracks and mechanics that match the overall theme of the game. This would make the game more engaging for the player.
The game can have NPCs. This can be back ground characters or characters who just speak to the user with no significance.
A game shouldn't have any present bugs or glitches, as well as any game breaking exploit or locations.
0 notes
Text
SWOT
The Strengths to my pirate game project is the theme for it. Pirate themes are so dynamic and aspects of it is associated into many different things. For example, I can use the sound track of a real sea for the ambience, font from a title like Peter Pan and Alice in Wonderland and take inspiration for backgrounds/objects from games such as Donkey Kong Country.
The project came with many many obstacles. Most of which were technical problems. The Unreal files I was using were taking nearly a whole lesson just to load and when it did it would always have something messed up or not working. The times Unreal did work and work properly, it would crash and go back to not downloading. The biggest obstacle to the project is the hard drive with all my work corrupting and losing all my progress and work in a second, days before hand in.
Although, the pirate project hasn't been the smoothest journey. I am grateful for the coding experience I've gathered in the time I was working on the 2D game and ill be using everything I learnt and more when the 3D project is ready to start .
The threats and possible obstacles in my next project would be the weaknesses I have currently. The unreal engine taking too long to load and crashing is possible to happen in later projects. Especially if I'm working on a more technically demanding project like 3D development. To tackle this issue, ill be getting a higher quality hard drive as this will fix all the weaknesses I have (hopefully)
0 notes
Text
How will I turn a 3D game in Unreal to a 2D game?
The Unreal Engine camera is ready set to a 3D third person view. To switch this, you have to go the third person character and change the tab to viewport. From there Click on the camera and then change the "Perspective" to "Orthographic"
This will turn the Users view from 3D to a 2D as shown abov.
0 notes
Text
Variables! What are they?
A variable in programming is a value that can be changed via state or by information that passes.
The 4 types of variables in code is: Floats (any number that has a decimal point (1.0, 1.1, 1.2)), Integer (any whole number (1, 2, 3)), string (a string of letters (Hello World)), Booleans (true or false) and a char (single letters).
Variables are vital to code as its the reason why any thing can happen.
0 notes