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Showing posts with label Evanlily. Show all posts
Showing posts with label Evanlily. Show all posts

Monday, June 13, 2016

Enemy Design 1: Fansher


Fanshers
The first enemy found in Evanlily Crown. 

Classification: Monster, hybrid (drake + insect).
Appearance: Round body, small abdomen, large lenses, long segmented tail with stinger.
Diet: Meat (preference for pigs), slimes, and fruit.
Location: Forests.
Attacks: Mucus projectile (attributes change based on diet), headbutting, screeching.
Threat Level: 1- Aggressive, but very weak

  Details  

Their appearance is bug-like, but their anatomy is closer to a reptile. What appears to be gigantic eyes are in truth immobile lenses held in place by a rotating exposed bone. The stringer at the end of the tail can fire fecal discharge as a hazardous projectile mucus.


Fansher are territorial meat-eaters, and will jump at the opportunity to hunt anything that enters their space. In-game their default behavior has them flying in groups within a set range. Once prey enters their domain, they attack by spitting fecal mucus from their stingers. The properties of this mucus range from being acidic, to gelatinous, to scorching hot, biting cold, and etc. 

They will usually never leave their territory unless desperate for a meal. Large Fansher are much more likely to use different tactics against prey, some may even try to tackle their target.

Wednesday, June 8, 2016

Character Design 1: Lily

Before Crowns visual elements could be designed, the main character's look had to be completed.
Lily's design was changed more than 4 times while I worked on this game.
The design used for Crown is simply a younger version of the final adult design.
Using blocks can help compare colors for a design. Thank you, Mark.
Evanlily Crown uses HD sprites rather than Pixel art, as a personal preference.
A few things I learned to keep in mind while using HD sprites:
  • Thick lines look nicer when the camera zooms out.
  • Color contrast is important. Use blocks to help compare colors
  • Be sure to finish the outline within the animation program, or they will wobble.
  • Not every pixel needs to be perfect, that's what pixel art is for.
  • Keep designs simple, because details can still be lost.
  • Rendering needs to be handled with extra care during the animation process.
Characters and designs displayed on this page are the copyright property of: Marcos TM.
Lily's first sprite was based on a teenage version of the character. This design proved to be less appealing than the original (Center), and was abandoned. At this point I also began to notice difficulties in using HD sprites.

The second design is an unfinished sprite of Lily's original appearance. It was at this point that I began to consider dumping the HD sprites in favor of pixel art, as the large sprites took up too much of the screen.
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The third design is the final version that will be used for the game. Rather than going with smaller pixel art sprites, I chose instead to make the character herself smaller. The younger character's proportions took up less of the screen and were easier to animate, solving a few issues.
    The programs used to create these sprites were:
    Pixen for the pixel art (Not used for final game)
    TvPaint10 for the animations (Not featured here)
    and Manga Studio 5/ Clip Studio Paint for the art and final rendering of animations.

    Sunday, June 5, 2016

    Post #1: Chellybeam Boss Visual Design

    The Chellybeam was originally designed as an angelic-looking miniboss, that was eventually worked into a full boss fight. 
    The boss' attack patterns will be discussed further in the future, this post will instead tackle the visual design choices.


    The original version of this boss included a 2D sprite for a body, and 3D wings. This proved unnatractive.
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    The second version of the boss kept the 2D body, but flattened the wings further. The animations at this point were also fixed up as was advised. This version still failed, as the wings and body clashed with each other, and the body did not act enough on the wing's movement.
    ​

    The third version of the boss is full 3D. The animations were once again fixed up, and the overall appearance of the Chellybeam was improved by the new 3D body. This is expected to be close to the final version of the boss, and I'm expecting that all future bosses will follow the same pattern of being fully 3D. Future tests will determine if this 3D boss clashes too much with the 2D characters, and if so the current backup plan is to edit the boss' shader to better fit the world around it.

    Characters and designs displayed on this page are the copyright property of: Marcos TM.