Adventures in Porting Art Scenes
One big thing that happened during development of Exodus was the implementation of a paining into the game as a level design.
The painting (Done in Photoshop) was broken apart into many different objects and assets. This allowed me to parrallax and define where the player can move. There were several issues that I ran into when implementing this style of level design. For one it is very difficult to move through the image effectively using just the solid colliders. This made navigating the area confusing for the player. One other big issue was that the image didn't link up well with the background for the rest of the game, which made me expend more effort to cover up the seams.
The advantages were very notable however, as the level was detailed and fit the intended style for the game. The architecture gave more life to the environment and really tied down the reality of the world.
It was definitely a positive experience and I feel as though I've learned from it. Grace Hobson's game Shadow Dancer also used this technique, though I would argue that she did it better. The method that seams to work is making a small confined level and painting it all together so that it fits with the style of each of the areas. The walking paths should also be well defined and less confusing.
Get Exodus
Exodus
Status | Prototype |
Author | cloudsmith |
Genre | Platformer |
More posts
- Final Version ReflectionMay 10, 2019
- Mechanics UpdateMay 10, 2019
- Animations!!May 10, 2019
- Art UpdatesMay 10, 2019
- Final ThoughtsMay 10, 2019
- General UpdateApr 15, 2019
- Alpha UpdateApr 01, 2019
- MechanicsMar 25, 2019
- UpdateMar 20, 2019
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