Games Development / Task 2
25/09/2024 - 13/11/2024 / Week 6 - Week 8
Iman binti Kamarudin / 0364014
Games Development / Bachelors of Design (Hons) in Creative Media
Iman binti Kamarudin / 0364014
Games Development / Bachelors of Design (Hons) in Creative Media
Task 2: Art Asset Development
During class, we had an exercise where we created a game based around
shooting food at animals that would spawn and despawn within a specified
area.
Week 5
This week we had a tutorial in class. We followed 'Chapter 3' to create a
side scroller runner game with animations and sound effects.
Week 6
This week we had online class during which we had a briefing on the details
for the second task.
Week 7
We had our class online again this week and conducted an exercise on
creating a player controller for a 2D game.
INSTRUCTIONS
TASK 2
For task 2, we had to begin the development phase of our game idea. Mr.
Razif said since there was a lack of mockups, it was hard for him to
imagine which game idea would be better so he left it up to me to choose.
I decided to go with the second game I proposed but change it slightly
from angels to aliens.
Fig 1.1 - Game Design Document PDF
Story
Introduction Story Dialogue:
“Long ago, our kind travelled the galaxy in search of a better home.
After aeons of exploring, we finally found a planet uninhabited and
peaceful so we settled down. Just a short stop away was another
planet, Earth.
We made contact with the beings that lived there called ‘humans’.
Although we had meant no harm, they treated us with hostility and
banished us from their planet forever. “
The story takes place aeons after the introduction scene.
Novula crash lands on a planet that her kind had deemed ‘hostile’.
With her ship being unsalvageable, she takes a risk to get closer to
the beings that inhabit the planet to see if there is a way for her to
get back home. At their ‘dome city’, she meets a researcher who is
enthusiastic about the presence of an extraterrestrial and vows to
help her get back home. The researcher tells her of old temple ruins
that were apparently made to worship her kind.
Together, they head out to explore the ruins and find relics that
could help her get back home. However, Novula must defeat hollow
humans and the guardians of the dome cities that roam about. At each
temple, Novula finds out more and more about the ‘Goddess’ that they
used to worship, Alina.
In the final temple, which seems to still be intact, Novula faces a
mutated human. The human, Aeshlys, tells her the story of how she came
to be ‘like this’ and then they engage in a battle. Novula must defeat
Aeshlys in order to access the artefact that can send her home.
Characters
Novula
Novula is the character which the player is playing as throughout the
game. She is a reckless and curious alien who ends up running away from
her colony to avoid her 'fate'.
Fig 2.1 - Novula Concept Art
Fig 2.2 - Novula Sprite
Fig 2.3 - Novule Idle Animation
The Hollows
The Hollows are 'zombified' humans and are the player's short-ranged
enemies. They move slowly but can 'shoot' short distance projectiles.
The Hollows are humans from Alina's cult that weren't immediately
incinerated by the apocalyptic explosions. Instead, they were kept alive
by the Goddess' blood that filled the air.
Fig 2.4 - The Hollows Concept Art
Fig 2.5 - The Hollows Sprite
Aegis Guardians
The Aegis guardians are the military force in the dome cities. They are
the player's long-ranged enemies. Their goal is to eradicate all the
Hollows outside the cities and keep mankind safe. They wear protective
helmets so as to not breathe in any radioactive fumes that still linger
from the 'apocalypse'.
Fig 2.6 - Aegis Guardian Concept Art
Fig 2.7 - Aegis Guardian Sprite
Goddess Alina
Alina was captured when her civilisation came to Earth to greet the
humans. She was taken to be tested on without anyone noticing, however a
group of people helped her escape her captors. They believed her kind were
far more superior than humans and were sent as guides. Eventually, they
turned her into a symbol of worship for their cult.
After years of being hidden and worshipped, the pressure and loneliness
got to her and she longed to be with her colony once more. Desperate, she
experimented on her most devoted human companion to alter them to look
like her kind but it wasn't good enough. Not able to take the pressure and
guilt any longer, she ended up blowing multiple explosives and dismantling
her cult.
Her existence is known throughout the game however the players will never
actually meet or interact with her as she died long ago. She haunts the
narrative.
Fig 2.8 - Goddess Alina Concept Art
Aeschlys
Aeschlys was Alina's most devoted companion. She helped her to escape and
would be the first person Alina would confide in. She willingly let
herself be experimented on so that she may be half of the person Alina
was, however it was excruciatingly painful and left her as disfigured.
Since Alina's 'sacrifice', she has grown to resent the Goddess and vowed
to become a powerful figure that should be worshipped instead. She is able
to spawn in 'The Hollows' and use the 'star power' from the alien colony
to attack.
Fig 2.9 - Final Boss Concept Art
Fig 2.10 - Final Boss Sprite
Backgrounds & Tilesets
I changed the size of the tiles and also the grass color to be green.
Fig 3.1 - Final Boss Background / Source:
Free Game Assets (itch.io)
Fig 3.2 - Final Boss Temple Ruins
Fig 3.3 - Final Boss Broken Walls #1
Fig 3.4 - Final Boss Broken Walls #2
Fig 3.5 - Temple Pillar #1
Fig 3.6 - Temple Pillar #2
Fig 3.7 - Temple Pillar #3
Fig 3.8 - Falling Spikes
Fig 3.9 - Temple Tileset
Fig 3.10 - Green Forest Tileset / Source:
brullov
Fig 3.11 - Yellow Forest Tileset / Source: brullov
Fig 3.12 - Forest Background #1 / Source:
brullov
Fig 3.13 - Forest Background #2 / Source: brullov
Fig 3.14 - Forest Background #3 / Source: brullov
UI & Items
The inspiration for the heart bar was the Legend of Zelda Breath of The
Wild heart container design. I wanted the shiny and gold aspect of it but
less 'medieval' and intricate.
Fig 4.2 - Health Bar
Fig 4.3 - Heart Item
Fig 4.4 - Full Spark UI
Fig 4.5 - Used Up Spark UI
Game Level Concepts
Fig 5.1 - Level One Concept Scene
Fig 5.2 - Level Two Concept Scene
Fig 5.3 - Final Boss Concept Scene
FINAL
Fig 6.1 - Presentation Video
Fig - 6.2 - Final Presentation Slides
REFLECTION
My experience with this task was quite hectic. I definitely feel like I
may have been a bitttt too ambitious but I really wanted the storyline of
the game to be somewhat good and interesting. Coming up with character
designs was really tough as I had to create a whole new alien species and
I haven't created any original character designs in years. It was also
really difficult making and animating the sprites because I have never
made any pixel art in my entire life. There was a point were I was
contemplating on switching over to normal 2D art but I wasn't sure if that
was gonna make my life worse or better so I just stuck with pixel art.
I'm quite satisfied with the character designs and storyline that I've
come up with so far. Although, there's still quite a lot of things I need
to work out regarding the gameplay mechanics. While this task kept me up
at night and really stressed me out 24/7, I feel alright with what I've
settled on so far. I just hope that animating isn't going to be as painful
as the character designing (in denial).
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