Wednesday 15 December 2010

Interface - Cursors

All Cursors will be the same size, they have just been drawn differently, the only thing that will change is the design not the height or width. 

Figure 1 - Various Concepts for Cursors. 
A few of the concepts are the same just with a different style of art or a slight adjustment. There's not much in what you can do with regard to the look of just a basic cursor; but no.3 through to no. 6 are based on the shape of a raspberry which has been abstracted to fit into more of a cursor shape.

Sunday 12 December 2010


Project Blend – Level Encounters


The smiley Ice cube face represents blocks of Ice inside the freezer. 
The Snowflakes represent Ice on the Freezers floor.

Level Four - Part Four

As logan enters the Freezer there are more dangers than in the kitchen. There are Ice Blocks that get in the way of Logans progress and Ice on the floor that prevents Logan from treading.
He must navigate around and over these obstacles to get to try and find the Raspberries.

Figure 1.1 - Part 1 of 4 

Logan is presented with Ice Blocks first, he must use his wits to find a way around them without making contact, as contact means he will get stuck and be unable to safe the Raspberries.

Figure 1.2 - Part 2 of 4 

As Logan traverses deeper into the freezer to free his Raspberry friends, he encounters Ice on the floor. He must carefully jump over this otherwise as with the Ice Blocks he will get stuck to it.


Level Four - Part Five

Note:
Boss Elite Fennel: Due to image being flipped his bad eye appears on the wrong side.

R = Ramp. 

Logan is at the top of an ice ramp; the player must go down the ramp to find the Boss of level 4 Captain Fennel.

Figure 1.3 - Part 3 of 4 

Boss Fight (Concept):
When Captain Fennel engages Logan in a fight, he has three phases; only the first two are in the first encounter.   
Phase one, Fennel moves around the level erratically, during this time any attack Logan makes is deflected and inflicts no damage.

Phase two, Fennel moves for Logan and goes for the attack but there is a slight delay to allow Logan to move to safety. After Fennel has made his attack, he is confused for two to three seconds.
This gives Logan time to attack Fennel’s (bad eye side), blind spot. Which side depends on the defection Fennel and Logan are facing.

Fennel takes two hits before the next phase can be initiated.


Level Four - Part Six

After all the other Blueberries come in to help Logan (fighting around and behind Logan and Fennel) the final phase of the fight commences.

Figure 1.4 - Part 4 of 4
  
Boss Battle Encounter 2 - Phase 3:
The fight is the same as before attack phases 1 and 2 are still present and active. But now when Fennel attacks and misses he is wise to Logan’s side attacks; so immediately afterwards he attacks to the side of his weak spot.

After attacking towards his weak spot phases 3 initiates, Fennel then jumps backwards two movement blocks.

The idea of this fight is to get Fennel stuck on the surrounding Ice; once stuck Fennel no longer poses a problem.





Monday 6 December 2010

Interface Health-Bar Concepts


This week I have been tasked with gathering information on interfaces and drawing some concepts for  Project Blend.

So first I started with the research, I looked at loads of different health bars using different styles. Below are the ones I thought stood out the most for Project Blend.

1.1 - Battle Fantasia 

1.2 - Multiple iterations of Interface Designs for Bayonetta 

1.3 - Dragon Ball Z

1.4 - Eternal Sonata 

1.5 - Kingdom of Hearts

1.6 - Max Payne 

1.7 - Prototype

1.8 - Street Fighter IV

1.9 - The Legend of Zelda Wind Waker


From this research I started making concepts, I’ve not done many concepts in the terms that I have been vague but hopefully I’ve covered the breadth of the design ideas I wished to get across. All these ideas are hopefully useful and will aid in the quest for a good well implemented interface; through a big team discusion. Hopefully the team will either chose a design or bits from multiple designs and I will redraw it as a new concept will different colours and styles in time for our next meeting. 

2.1 - The first four Interface concepts 

2.2 Interface concepts 5 to 10 

Thursday 2 December 2010

Art Style – Level Concepts


This week I have been assigned to do a concept for a level at the end of the last lecture I was asked to make it for the good kitchen and two other artists also did a level each. Upon leaving the class the next day I went on the forum to have a conversation about the level like we talked about but all that got done was a list of things for the level was generated. This didn’t help me at all.  I think I just needed a proper to do list because I didn’t grasp what to do from a quick chat and a list. We have talked in previous meetings about the three main games that we are using for our inspiration towards the design and colour of the actual look of the game. So i'll be using these as my main inspiration. 

Sly Cooper
The legend of Zelda the Wind Waker
And Super Mario Bros

So since the others were doing concepts for the level I would focus of the type of style and design of the level and the perspective. For the perspective I chose to go with Little Big Planet like we said we was going to do because it’s a nice angle and it suits for gameplay well for our game. This keeps it vague enough for me to work and useful enough to not be a waste of time for the other team members as I don’t want to create something that will not be of use.

So after trying the forums I edited the set-up of the level so that there are less sub-layers, make the code so the NPC’s use the sub layers around the main layers the player is on as opposed to having two sub-layers per main layer.
Blue representing the main layer and Green representing the sublayers. 


Using this I then made a quick sketch of the potential final look of the camera design with the little big planet setup to make sure it all fit and looked good.
The green lines representing the perspective slowly increasing in angle as the camera moves further away. Three Logans were added,  just to make sure that there would be enough room for him three times plus room for NPC’s to gather around him. As the image below shows there is plenty of room.


Next I made a sketch of how I though the (very) basic outline of the good kitchen level would look.


The poster won’t actually be in the game but it’s a placeholder to get an idea for stuff to put into the background.
Then I though add a little flavour to the level the kind that the team hopefully wants.


Thankfully I feel this gives everything a nice edgy look.  So funny with this theme I intend to draw a toaster a single asset a few times for you guys to try and get an idea of how it looks and what kind of level of abstraction the team wants. 


Then add a little flavour.

  
Next I tried adding a (Poorly drawn) sink to get a feel of how we would present it.


Then add some flavour.


Hopefully you team have thought about which ones they like, upon looking at the other concepts as well. From the feedback I will make a bigger design for the level next week that utilizes the chosen look.