Hi space adventurers,
this are my thoughts on the production of this game:
- Part I: How it all started
- Part II: Visual development
- Part III: Feature development
- Part IV: Biggest learnings and aha moments
- Part V: Features I abandoned
- Part VI: Tools I used
- Part VII: What helped testing
- Part VIII: Business and numbers
Today we talk about:
Part II: Visual developmentMy pixel art skill in 2014 was not existing as I mentioned before but I knew that I had to change this. Outsourcing all art would have been too expensive and I also wanted to move at the speed and pace I could control. I read a lot tutorials and supported for example
Pedro Medeiro’s (Worked on Out There Somewhere, TowerFall and @celeste_game) patreon where he posts pixel art tutorials which helped me a lot to understand how it works. I just tried and tried to get better and I reached a level I am happy with.
General evolvement: I started with a tileset from Oryx to get started quickly and see results fast. I choose a 8x8 tileset and tried to link all art to that resolution because this was the resolution my pixel art skill would be good enough for. I coudl create 8x8 tiles, enemies, furniture even in 24x24 but it would take me longer. The important decision was that i could not got for enemies or charatcers in 16x16 or 32x32 in the smallest size. This would have been above my skillset. I added my own art and replaced the ones i started with over time.
You can see that the sprites are still very bulky and there are no shadows on the maps which make it sometimes difficult to read. What is obstacle and what not. It also looks a bit dull in my opinion.
I started testing various forms and styles as you can see here...
And finally ended up with a ruleset for characters palyers and i like:
Another topic was experimenting with shadows. I wanted to add them to create more depth but also to increase the levels readability. I added a sideview of the walls but this was confusing.
I tried various styles and went with a simple one i could apply to the levels i made:
I also added ceilings for some rooms to hide parts away and increase the curiosity:
Star map evolvement:The starmap was part of both initial concepts and you could call it a more complex navigation menu but it also inherits enough game mechanics to be fun. I wanted the player to be able to explore the universe and find their way back to earth. It started very simple with 4:3 ratio showing fuel and health of the ship plus 5 slots for upgrades.
The second screen shows the meta progression (the blue cards) which should have given the players a feeling how far she/he is in the game plus three shields which became (and still are) the most important upgrades for your ship.
The third screen shows a new fog which uses autotiling fuel, a damage report and credits which became then the most important ressource in the game (being a pirate) and you meta score.
The final screen shows the final UI. very simplified just showing the range (green bars), the status of your energy core and of your shield). There is also now the current main goal at the top of the screen (text missing in this screenshot).
UI in the level screenThis part of the game changed also quite a bit over time. You would see empty slots for all guns in the game, a bar for ammunition and shield (which was health back then). You would see the amount of collected door cards and bombs 8which are also a weapon). So a lot information...not everything needed.
The current layout shows the main objective at the top. Text and icon. Very important to be remebered what to do. There is onyl the current activbe weapon shown (in its upgrade state) the door cards because they are an important feature, the collected credits to buy upgrades) and the XP bar below which grants you skillpoints when full (and resets when done so).
Adding effects:One last thing i want to mention are particles and effects. I spend quite some time finetuning how they behave and when they appear.
For example for the explosions:
- added a small screen shake
- added a white fullscreen for 0.2 seconds
- added small actors flying out which create particles
See an explosion in action:
Stay tuned for Part III.