Thursday 21 January 2016

Gameplay and Interactivity: 2D Decisions and Bad Guy Concepts

Following our pitch, we sat down and ironed out some important issues. Most importantly finalizing our aesthetic. We know we wanted a clean, animated look. Now we had been dissuaded from using 3D models within the game we had to decide on a 2D style as an alternative.


We had recently had a class on vector art and between the team, despite giving a clean look that would suit the style we had settled on for our game ( now titled MOMENTUM), the recent influx of games utilizing pixel art intrigued us. Games like Broforce and Hotline Miami had defined pixel art styles fused with hyper violence. Could we get the best of both worlds? Beautiful and clean backgrounds with crazy pixelated violence at the forefront? We had to do some tests to be sure.


In the mean time, we had settled on our storyline. Though the narrative was particularly unimportant in terms of enjoying the game, we wanted to create something relatively tongue in cheek to give a reason for our players to scythe down opponents. Hating the pretense of hipsters, we decided that our main character would be rallying against the importance of style over substance in her world.


Our villains had to be villainous stereotypes that inspired a little bit of loathing in the player. With that in mind, we went to work:






Ben:








Brad:





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