The following images are some quickly drafted mockups or backgrounds for my 2D platformer game’s space. I experimented with different textures and colour tones in an attempt to recapture that … Continue reading Environment & Mockup Design
There are four criterias to be met in designing a simple race game: Picking a setting, crafting the space, coming up with an appropriate objective / set of rules that allows … Continue reading Prototyping a Race to the End board game
For an indie game, and one that is produced by only one pair of hands, Undertale is widely praised, and I can see why.
Theme of Value: Security, Safety (150 Words)
Would you rather live with the inevitability of getting erased from existence or take risks to find out if there’s a chance that you don’t have to?
She wakes up in a pitch black room, where the outlines of her body are the only source of light. She wanders around with no memory of who she was, or how she came to be. It stays like this for a while, until orbs randomly light up a path for her that she feels the need to follow. In her journey she runs into the mysterious yet dangerous Eraser territories, all while discovering the Spectrum maps known as ROYGBIV. Suddenly it becomes clear what she must do to stay in one piece: go where the orbs lead her, and hence avoid anything that sets her astray.
Little does she realise, the world she comes to know exists and takes place in a mere chalkboard that has her stuck in a time loop, where she gets respawned to the same pitch black room she first gained consciousness in the moment all 7 colours of the rainbow is discovered. Moved by this Deja Vu, Regine is convinced to find a way to escape this chalkboard world somehow, go where the orbs don’t take her, and live and breath her own story, by her own rules.
Lay-Off is not so much a strategic puzzle game that involves scoring your highest just like how it started out to be…
We started designing the heroes of our 2D platformer game today in class. I started mine off with some simple quick sketches on paper as shown below, and began applying different types of art styles the sooner I felt confident with how my character came through.
Limbo was presented earlier on in the lecture as part of the stronger examples of visually appealing games that used silhouttes (ie positive and negatives), and it’s where I got the ‘white on black’ concept inspired from; it seems very reminiscent of a chalkboard art style, which I ended up taking forward to my development stage:
Appearance: Chalkboard-drawn chibi with long hair tied to a bun, full fringe, loose strands of hair on sides of the face, baggy striped top and leggings
Personality: Bubbly, confident, curious, spontaneous
Changes Made and what could’ve been better