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Object Design for Collecting Games inside Each Chapter
This wiki page is mainly discussing about the graphic design part for the objects in the collecting games in each chapter. The design contains the objects from Chapter 1 to Chapter 3.
The collecting game inside Chapter 1 requires player to collect tools to fix an electricity switch. Thus, all the objects it needs are:
- broken electricity switch
- fixed electricity switch
- several tools/objects that related to the theme
The collecting game in Chapter 2 and Chapter 3 are slightly different than Chapter 1's. These collecting games are the tasks that assigned by NPCs, so it is only necessary to design the objects that from NPCs' order, which are:
- coral
- jellyfish
- seaweed
By searching online, the most common electricity switch looks like the picture below:
This type of electricity switch looks really dull outside and too complex inside, and it is also not obvious enough for players to notice it. Then we found this type of electricity switch that looks obvious and also have the electricity icon design on it to make it clear of its usage. So we decided to use this as the prototype to design both the broken electricity switch and the fixed switch:
Considering the fixing tools, the most common ones are pliers and screwdrivers. Even though they may not the suitable tools for electrical maintenance, they are obvious and typical enough to users to recognize and figure out the usage of them.
Another tool that we all agree is batteries. It sound's really weird to use batteries to fix an electricity switch, but this is something that related with electricity stuff and also easy to see the connection between it and the electricity switch.
For the design of coral, there are many different kinds of corals and they could look very different. We did the research and find out the the most recognizable coral drawings are the type of corals that looks like antlers. When we trying to search coral drawings, here comes the result: Thus, we decided to use this type of corals as the original references for our coral design
Just like the coral, jellyfish also has may types and shapes. But generally, they all have one transparent-colored blob and many tentacles underneath. Due to the basic structure of the jellyfish, our design just need to follow this pattern.
Seaweed could be the easiest design comparing to all the other objects. Even though realistically, they are really hard to draw and looks just like a mess, people already have the basic recognization of the easy-draw version of seaweeds just like the drawings in children's books. Below is the realistic seaweed:
And here is the more recognizable easy-drawing version of seaweed:
The design standard follows Pixel Grid Resolution
According to the reference picture, the basic shape of the switch should be rectangular. To make the electricity switch more recognizable, we put a big electricity icon on it (but players has to fix it to see the icon).
Here is our design for the broken electricity switch:
Here is our design for the fixed electricity switch:
At first we thought about making the plier and the screwdriver separately, then we thought the tool itself may look too simple. So we finally combined them together, and used the tool icon as the reference picture:
Here is our design for the fixing tools:
Then for the battery, we used the battered icon in emojis as the reference picture to help our design:
Here is our design for the battery:
Even though corals have many colors, according to the description in the script, the coral should be "fluorescent coral", so we made it with the color of hot pink to make it "fluorescent" and stands out more in the screen. We also used different hues to create the feeling of depth.
Here is our design for the fluorescent coral:
The hard part of designing the jellyfish is the transparent color and the multiple tentacles structure. We used light purplish blue to create the feeling of transparent, and tried to make the tentacle part as thin and as many as we could.The whole jellyfish looks in a dreamy soft purple-blue color and in a round and bouncy feeling.
Here is our design for the jellyfish:
For seaweed we just followed the basic children's book easy-drawing design. Like the coral, we added two pieces of the seaweed to make it look more interesting and created the depth of the image.
Here is out design for the seaweed:
- Uniform Pixel Grid Resolution
- Storyline
- Instruction
- NPC info
- NPC Communication Script
- Inventory-System-and-Consumables
- Storyline User Test
- Traitor Clues
- Game Characters
- Player Profile User Test
- Player Eviction Menu Sprint1: User survey (Team 7)
- Player Eviction Menu Sprint2: User survey (Team 7)
- Sprint3 - Win/lose Condition: User survey (Team 7)
- Sprint4 - Polishing-tasks: User survey (Team 7)
- Transition Animation/Special Effects/Sound Effects: Feature Overviews
- Transition Animation and Effects: Design Process & Guideline
- Sprint 4 User Testing
- Transition Animation & Effect: Code Guideline-Sprint4
- Sound effect when players complete npc tasks and hover over npc cards
- Fixing the clue bug
- Music Test
- Player Eviction Menu: Design Process & Guideline
- Player Eviction Menu (Feature Overviews)
- Player Eviction Menu: Code Guideline - Sprint1
- Sprint 1 User Testing
- Detailed Eviction Card: Design Process & Guideline
- Detailed Eviction Card: Feature Overviews
- Sprint 2 User Testing
- Player Eviction Menu: Code Guideline - Sprint2
- Sprint 2 Inventory System and Consumables Items User Testing
- Sprint 2 Inventory System and Consumables Items Functionality
- NPC interaction testing plan sprint3
- NPC interaction testing results sprint3
- NPC Dialogue Scripts
- Code Guideline
- Win/lose Condition: Design Process & Guideline
- Win/lose Condition: Feature Overviews
- Sprint 3 User Testing
- Win/lose condition: Code Guideline - Sprint3
- Enemy List
- User Testing 1: Enemy Image Filter
- User Testing 2: Enemy Animation and AI
- User Testing 3: Basic Attack