Desolate Echo – Week 4

This week I’ve been working with Victor Kristiansson on a re-design of the sprite of our player avatar.
(note that only the hull will be addressed in this post, as the turret is a separate entity)

hovercraft_idle_vertical_big
Original sprite
hovercraft_idle_big
New sprite

The original sprite received some feedback saying that it looked “too box-like”  or “like a screw”, and needed to look more “like a hovercraft”. So how would we achieve that?

First off, the hovercraft is designed mainly for mining metals and minerals deep underground, where monsters and rockfalls are a constant health risk.
For that, we envisioned a stout, durable frame with thick armour plates.
Now, it can be pretty hard to design a strongbox that is not box-like but I think we did a pretty good job of it.

We tried to give the hovercraft a rounder, vaguely egg-like overall shape by expanding the cargo hold sideways, a move that effectively eliminated the screw shape. Then we switched the colours of the thrusters in the back and front to a dark grey. We also gave the details on the hull increased definition through the use of more shades of red, even though we might have given it somewhat more contrast. It’s probably fine, as the player isn’t likely to see the whole craft lit up anyway.

We used Krita for this. Well, I used pen and paper and Victor implemented my design into the program.

I also completed the map we’ll be using in the alpha, it looks like this:

Desolate Echo - Lv1
The player will begin somewhere roughly in the center of the map. The big square on the top right is where the boss will be located.

We wanted to have a few big caverns with connecting tunnels that grow more twisting the closer the player gets to the boss, creating a challenge in using the searchlight effectively and limiting the player’s mobility.

I used Tiled for this one, as it is a program that is designed to, well… work with tiles. We already had an existing image of the map, so I just took that and put it in an image layer in Tiled and then I created a tileset from the tiles that we had and applied them into the tile layer.

I’m actually a little surprised as to how easy the program was to use, I didn’t even have to read a tutorial or anything, it was very self-explanatory. I like that in a software tool, tip o’ the hat to the creators.

I guess that wraps up this week. More to come.

4 thoughts on “Desolate Echo – Week 4

  1. Du inleder blogginlägget om vad texten kommer att handla om. När du skriver om hullet, så är det en tydlig genomgång av vad du gjort. Du börjar med att gå in på feedback som din grupp fått angående designen på er farkost, vilket förklarar varför du väljer att ge en ny form till den. Ni har verkligen lyckats få till en äggform nu! Det var väldigt snyggt med bilden på den gamla designen och den nya, så att man lätt ser skillnaderna. Det var ett bra val att lägga till fler nyanser av rött, så att avataren får mer djup. Jag gillar även pixeldesignen i sig; mycket fint! Du avslutar stycket med “We used [insert name here] for this.” och jag gissar att du glömde att lägga till namnet på vad ni lade till ;).
    Du fortsätter senare med att gå in på kartan över själva banan och förklarar varför designen ser ut som den gör. Du nämner även vad du använde för program när du arbetade med kartan och hur det fungerade. Jag kommer själv spana in Tiled från och med nu!
    Överlag fint skrivet, Peter! Intressant läsning, allt som allt. Du nämner ett flertal artefakter; spriten för ert skepp och kartan för grottan som spelaren färdas genom. När vi skriver våra blogginlägg så är dock tanken att vi har fokus på en artefakt som vi jobbat med under veckan. En liten tanke till nästa gång 🙂

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  2. Samus Aran as a metal mining hovercraft, never thought I would see the day!

    To start off I think that it is a good thing that you are going back and mentioning earlier blog posts as well as what was said about it. Doing that gives a much clearer picture as to why certain decisions have been made like with why the design for the hovercraft was changed.

    However, that being said there are still some issues to be found throughout the text, mostly related to the reasoning as to why certain changes and decisions have been made. First off you mention what went through your mind while designing the vehicle. That is good, but you fail to mention why it needs these certain features. A simple “as the game plays out in a mine deep underground the vehicle needs to be able to this and that” would be more than enough to explain what is going on. You might have mentioned this earlier in another blog post, but the way this whole blog writing assignment deal is set up I can not myself confirm that. Besides, repetition will help you fill out your blog posts more, will it not? 😉

    It is good though that you do mention that part of the design changes (mainly the egg shape) was made to iron out previous complaints. Also I myself think that like you mentioned that the hovercraft could maybe use more and stronger contrast, but seeing that it is mostly set in a dark area and therefor the details won’t likely be seen all too much I think I can let it slide. Will just have to wait and see as this develops!

    Also, I have to wonder what the [insert name here] is supposed to referr to. If it is some thing previously mentioned some other time, a name that you are not in the know of because it’s for the programmers, or if it is an error on your behalf for not double checking what you’ve written I can’t really tell.

    Next up is the mine map. You could possibly expand the explanation as to why you wanted twisting hallways and tunnels by saying something like that you want the player to feel a certain way whilst exploring the caves or that the tunnels are extra complicated closer to the boss to make the trek over there more difficult. Mentioning things like this really gives even more depth to your decision making.

    One thing that I like about how the map is designed is that I imagine how you really have to explore the bigger easier areas first to become stronger before tackling the I’d imagine rather choke pointy areas near the end, challenging the player to really play along with the game’s sense of exploration rather than just shooting straight for the end. I don’t know if this is what you have in mind, but I think that things could turn out rather well for you guys!

    To wrap up I might have been a bit unfair with certain points of critizism, but I just write what comes to mind to try my best to help out as best as I can! I wish you guys the best of luck, this seems like it could become quite interesting if you manage to pull it off!

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