Week - 03
In this week we worked further on our prototype, our goal was working core-mechanics. We also reworked the movement to make it more player friendly.
One of these core-mechanics was to let the ships weapons work (see video's in attachments). The player can now shoot bullets and fire misiles at the enemy and destroy them. We also managed to make some pick-ups.
The enemies also move around the arena now and shoot at you when you get close to them.
We also worked on some meshes for the game, like the enemy meshes, rock meshes and the ship.
We made these models out of the concept art we made.
Our Ideas was to make a noticeable difference between the main character(the ship) and the enemies. to achieve that we designed the ships with a different shape language but also by using unique color codes for both the main character and the enemy.
COLOR
To make something very different from each other using complementary colors is a great choice. For the main ship, we decided to go for a bright and vivid orange and white. Unlike the enemies the main ship
has bright values which we thought would be great to represent a good character of a game. For the enemies, we wanted the opposite effect of the main character most of the values are dark and the color is not very saturated
except for the purple and green. In the enemies design, the green is like bad energy, radioactive materials or just poison
converted into energy.
we made sure there is a mood difference between the two and It makes it easy to know who is the good or the bad one.
SHAPE
Making a difference in shape language is not always easy but it helps a lot to make a difference between two objects.
That's why when designing the ships we had to make sure there is a real difference we can see. color is a very important part that makes
something different but the shape language is what makes something unique.
While the enemies look very industrial the main character(the ship) has a very unique elegant flair to it. It stands out in comparison to the enemies that have very angular shapes/ circular curves to it. The main ship's curves are really what makes the biggest difference between the two. The curves are long and smooth. It also makes the ship look very fast. Unlike the flying enemies which gives the feeling that they are not meant to be fast but robust.
Shader tests
We tested some shaders to use for our particles. Unlike the level and meshes which will have a semi stylized feeling shader on it the particles will have their own style. After some research we thought that a "Cel Shader" would be a cool effect for our particles.
As you can see here we made sure that the brighter side aim to the sun so that the shadow follow the light rules.
We also made some parameters to make modification if we think it's necessary. We still have to impliment the number of color bands we can apply on the material but we already have a way to change how the light react on the surface. we can change how far the light goes and same for the shadow parts.
With importing the ship we had same scaling differences with the meshes that were already inside of the prototype. So we scaled everyting around the ship as the ship had a realistic scale. With this we also updated the arena a bit with the new meshes. The scale of the arena feels really good right now when you are flying around.
Get BattleFlight
BattleFlight
Status | Released |
Authors | WillemVerheughe, Ricardo Dias Teixeira, louisdv, Kathleen Wouters, vbrusche, VereuWillem |
Genre | Action |
Leave a comment
Log in with itch.io to leave a comment.