Tuesday, 4 March 2014

Poster, Logo and Title Screen

This is so far the final design for the Logo for C.Legs the game. We tried to keep the design informal and comical as that's the whole style of the game it however still needed to demonstrate the pirate themed style. though not making it to overbearing.




Once the logo had been developed we started on creating the poster several designs were put together for example fig 2 which was based in the cave had a more darker context. though we decided on fig 1 as the final poster design which is still under some more review however. We decided to choose that as it was more lighthearted and somewhat explains the situation of the game without giving too much away.

Fig 1

Fig 2
We then followed up by creating a Start page for the beginning of the game. The aim was to keep it simple and straight to the point so the user can essentially hit start and go.




Backgrounds and the Little Details

Now that the main character and the general characters have been developed the next steps graphically were to set the scene. Each scene shown is the main background along with additional components featured within the scene However we may be adding more as the game develops.

Background/ Scene Pieces 

 

Cave

Example of the scene.
Background

Long Platform

Short platform
Map found in the cave

 

Mountain

 

Mountain Example
Mountain Background
Bridge Platform

 
Long Platform
Short Platform

Necklace found on goat.

 

Underwater

 

Underwater example

Underwater platforming Background

Underwater falling background

Long platform

Small platform
Jellyfish plaf


Due to the bird going underwater we needed to add a scuba diving helmet which he picks up after falling through the ocean.


Mustachios Lair

 

Mustachios Lair Example

Mustachios Lair Background

Long Platform

Small platform

Mustachios Loot (treasure)




 The crew are featured within the lair hanging from the ceiling in cages for the penultimate scene to decide their fate.


Other


Desert island Background

Ocean Background

C.Legs Ship

Air icon
Health Icon



Monday, 24 February 2014

Motion Animation GIFs - Level One

Here are some quickly made GIF images of each character we are going to use in level one (including the main character) with all the frames put together into one sequence. The GIFs give a better idea about what the motion of the character will look like during actual gameplay.

Bird Pirate

Yellow Fish

Blue Fish

Crab

Walk Cycles - Level One

Here are the motion cycles for the characters in the first level of our game.

Yellow Fish

Blue Fish

Crab
The crab was a more interesting model to animate due to the number of legs that needed motion. If time allows it more frames will be added to each cycle for a smoother animation in the actual game. We are still unsure as to what we wish to do with the "Octopus" character.

Wednesday, 19 February 2014

Walk Cycle Test

In order to help bring our characters to life, we wish to give them animations for when they complete actions including walking and jumping. As stated in a previous post, to create a walk cycle we needed to create numerous frames of our main character during his walking process.

Our Main Character


Here is the initial design for our main character. To create his cycle we needed to save a series of images of the character in his walking process which we achieved through slightly rotating and moving his layers, in this case his legs for walking.







Each layer needed to show a different angle of his legs in the process of his walk. We created 8 frames as a test for the cycle, to see how the frames would be put together in the software and if it created an effective walking motion. The test cycle can be seen below.


We were quite happy with the results in the software, as after some tweaking the character did indeed walk whenever we moved with the arrow keys. Brilliant for a first test, but there are numerous things we need to iron out before the final release. For example, we can add more frames to the cycle to make the walking motion smoother. Our next task in regards to animation will be to look at the monsters we have for use within the first level, and complete all their motion frames.