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Final Evaluation
WHAT WENT WELL?
I think that i started to understand how the code works quite quickly, which allowed me to explore and test things on my own, to see if it worked.
I think that my character design and animations turned out quite good. I came up with a lot of different animations for my character, and implemented them where required. My character developed overtime, which was very good.
FIRST CHARACTER DESIGN IDEAS
ANIMATIONS
TILEMAPS
I also feel that my tilemaps have improved and look better, with a few adjustments.
OLD TILEMAP
NEW TILEMAP
BACKGROUND
I have also recently made a background for my game, and i feel it suits the game very well.
WHAT COULD'VE GONE BETTER?
At the start of the project, i took a while to decide what my character would be and what my game would be about. I originally tried drawing a Pirate and a Cowboy, but failed - so i decided to go with something a bit more simple. A light bulb.
DIFFERENT NEXT TIME?
Next time, I would like to add enemies to my game. I would also like to figure out and learn how to use lighting how i would like, because I originally wanted my character to light up his surroundings. Another thing that is vital and i would add is checkpoints.
CONCLUSION
Overall, i thought my project went really well. Before this project, i had never used Unreal Engine before- by the end i have prototyped a game that isn't half bad.
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Styles and other games (If I refined and did again)
LITTLE BIG PLANET
If I was to do this again, I would want my character to be 3D and emit light onto his surroundings. I would want my character to be designed similar to the Little Big Planet characters and how they look and move around in their environments - that 2D-3D style, but a little more flat.
LIMBO
I would also have the platforming and puzzle mechanics similar to LIMBO (My favourite platforming game), where the character has to move and interact with its surroundings to complete the level and climb and traverse the world. I would also like to have the setting and level design similar to LIMBO, because the dark atmosphere would be perfect for a lightbulb. I like the challenges and difficulty of some levels in the game, such as the level where the water is constantly rising and the player has to outrun it to survive.
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HUD Examples
DEAD SPACE
Dead SPACE appears to have no HUD, but it has a Diegetic HUD- it is part of the game world, being projected in front of the character when you access your inventory.
Persona 5
The Persona 5 HUD is very big and flashy, it displays the HP and SP like many other games, but when you are attacking, the HUD pops out and displays the different options and attacks you can pull off. Many people think its too big and flashy, but some really like it.
Mirror's Edge
Mirrors Edge doesn't have a HUD, instead it has visual changes, to indicate to the player the current circumstance. For example, the screen becomes distorted and blurry when losing energy.
Celeste
Celeste doesn't have a HUD, it only has some pop ups when you collect things, such as the strawberries, or instructions telling you the buttons.
Super Meat Boy
Super Meat Boy doesn't have a HUD, it only has a timer in the top left of the screen and a progress bar at the bottom.
I think my game won't be using any of these, except for maybe the celeste one, having a collectible number appear as you collect it. Most of my HUD elements will be constant on the screen.
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What is a HUD?
A HUD (Heads-Up-Display) displays visual information to the player, such as health or ammo - as part of the games user interface.
For example; in overwatch, the HUD shows the players health, power-up, ammo and special abilities
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Gameplay Preview
Here is a preview of how my game works and plays.
I think my game has a fair level of difficulty, not being too tricky. The fact that your energy is constantly depleting makes the player rush, therefore requiring precise inputs in a short period of time, to ensure that you don't die.
I would like to change the health ad energy bar in for of a sectioned style- like this:
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External Opinions
Some people play tested my game, here is the feedback
The black lines was something i was worrying about in my design, but it seems to be liked by people. it kind of gives my game a style like that of the original bugs bunny cartoons, the black line on the character makes it stand out.
100% of people said my item pickups are suitable, and that my colour pallette is good.
Some ideas i was given for enemies were; Some rubber themed enemies (rubber insulates electricity), Water drop, Something that could fly, hammer for smashing bulbs
Everyone thought that the tilemap was suitable and fit the game.
No bugs were encountered.
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Tilemap Redesign
I removed the black Lines on my Tilemap, i think it looks better, and is a more pleasing design
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Pedro Medeiros
Pedro Medeiros is a game artist an designer. He is also the co-founder of MiniBoss and EXOK. Pedro has made art for celeste and TowerFall.
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Ivan Dixon
Ivan Dixon is an animator, pixel artist, illustrator and game maker. He has produced pieces for shows, studious and games, some of which are: The Simpsons, Fallout 4, Cartoon Network, Nickelodeon, Disney, Adult Swim, Warner Bros and Gotye. He co-runs an animation studio called Rubber House.
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Eadweard Muybridge
Who is Eadweard Muybridge?
Eadweard Muybridge was an English photographer, an artist and inventor.
What did he do?
He invented the zoopraxiscope, which was a machine that allowed up to 200 images on a screen. This created moving pictures on a screen- thus introducing motion pictures.

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What is A Sprite?
A sprite is a two-dimensional image or animation that is integrated into a larger scene. The sprite is basically the character. In another context, it is also a very tasty drink...
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What is Animation?
Animation is the process of displaying still images in a rapid sequence to create the illusion of movement. These images can be hand drawn, computer generated, or pictures of 3D objects. Animations essentially bring to life static images or objects by digitally introducing movement to them. Animators use software to draw, model and move them in their desired way.
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Pixels Huh
PixelsHuh is a series of pixel art scenes, illustrated by Octavi Navarro. The art style is very adventurous and eye catching.
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