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Map Floor Design
This is the wiki page for documentation of the design process and justifications to sprites of Map floor design created by Team 3 in sprint 1, 2 and 4. This wiki page will continuously update as more sprites of new map floor are developed in the future sprints.
The following sections will be included:
- General design drafts guide for sprites creation
- Basic set of sprites
- Map floors
- Map floors with separation of board
In order for the user to have a better map floor effect, several sets of sketches are needed.After discussions within our team and with other teams in the studio sessions, an agreement was reached that each map would have two different forms, as shown below:
The maps will be divided into two groups, and each group will have different patterns and shapes.There are normal floors and damaged floors.
As is mentioned above, the creation of sprites is for generating map. In order to make the process of making atlas easier, a set of formal naming rules are applied to sprites files. The sprities are saved in the format of '.png'file.
In accordance with the art style “Retrowave”, we will create a few basic sets of Map Drafts to prevent the inconsistencies that occurred in the early stages of a designer's work from recurring.As shown below, the Map Floor is not set with any colors or patterns.They are used to specify the basic Settings of the map and serve as the basic framework for various map creation.
Early design attempts
In the early days of the design, when the specific style of play was not yet determined, some design attempts were made.Here are the results of early attempts.Note that the art style of these Sprites does not fit into classic pixel art, especially the edges, which have large gaps in map combinations, and the graphics look generic, but the color scheme is very close to the game style.
Map floors
Then, after completing the basic sprite setting, a new version of map floor is designed according to the design guide. As the image below shows, it is very similar to the previous art style, but it has been changed into a pixel image, the pattern style is more in line with the game’s map setting, and quite a few features have been saved and reused. These include: patterns/picture styles. The reuse of these assets greatly increases the efficiency of map design and creation.
Map floors with separation of board
On the basis of the design of the Map floor, other factors such as the separation of boards were added.This will make the entire map less monotonous.
Map floors with wool
On the basis of design of map floor, add a wool floor. It fits on the room's floor.
Entities and Components
Interaction System
Unit Testing
Input Handling
UI
Game Screens and Areas
Map Generation
Basic Interactable Objects Design