Friday, February 20, 2015

Artifact Post #2

The "Power Ups"

For week 2 I chose to write about the items in our game and what design decisions I've made.

I've been finishing up the sprites for the items, that the player will be able to pick up in game. Cleaning up the sketches and altering the colors, as well as the refining the shapes.

The game currently requires 4 items:

Health Pack
Overcharge
Battery Pack
Time Warp










Time Warp is one of the two power ups in the game. A power up item will change the gameplay in some way when picked up by the player. Time warp will slow down everything on the level except for the player character. 

The original design for this power up was a white hour glass, inside a sphere with neon rings around it. This was a very early design of it and unnecessary details was probably not a high priority. The team who made the concept focused on having a clear representation of what the item did.

I wanted to stray away from those decisions a bit. The main focus would of course to have the items to be easy to recognize, but I wanted to add a little more detail. So what I did was to draw/paint and actual stop watch. Getting rid of the silhouette of what the item is and instead actually make a sprite of the actual object. In this case a stop watch.

Overcharge is the second power up in the game. Overcharge works in a different way, since it's mechanic is to have the player gun shoot much faster, that makes it easier to kill the enemies.

This design was one of the most difficult ones I made. I started out sketching a bunch of different ideas in my sketchbook, trying to think of how an overcharge ability would be represented as a visual object. 

I couldn't actually decide on it so I created a sprite that had all the features from the original design, as seen on the previous groups one-page design. I actually don't mind the simplistic looking power up design.

The reason is that it differentiates itself from the other items. Which is also why I slightly warped the neon rings around he power up, giving it a different silhouette, so to not confuse it with Time Warp.

The Battery Pack is not a power up, but is instead used to replenish the players suit power. These battery pack will be scattered through out the levels for the player to find and use.

The battery pack was easy enough to design. Use the base idea that it's an actual object in the level for the player to pick up and use. For example, a battery is something that could be physically picked up and put inside a battery holder. Unlike an overcharge ability.

The Health Pack will have the same properties as the battery pack. However the health pack will replenish the players health bar, which is separate from the battery energy.

The health pack wasn't a hard task but it was an interesting one. That's because I had a lot of design options for it. A roll of bandage, small health box, generic red orb etc. so I thought of the idea of combining a syringe with an USB.

Something small enough to fit in a persons hand, then plug that into your arm, deplete it and you can heal wounds faster etc.


Sprite Sheet


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