Click for big.
I’m building up the background fluff for Temporus. This is a rough series of snapshots of a pair of nebulae that can either be shown together or separately. Trying to paint something in a small number of opaque colours that still appears to be fluid and permeable is challenging. I’m happy with how these two turned out.
I have run through all sorts of iterations of the player’s representation and decided to try a new angle over the holidays. I have always attempted to distinguish the player’s sprite/token from enemies through visual language. The player’s sprite receives a broader colour palette, while the enemies use very few colours. Enemy tokens are depicted standing on square bases, and I had tried placing the player token on a large, round base. Again to offer a subtle cue to the player’s eye that helps filter the hierarchy.
An issue I ran into was how to illustrate various equipment mixes that the player would utilize. If the player sprite was a complete standing figure, I was left with less room to illustrate said equipment. I was also left with perhaps a too-literal visual story of the player’s token being largely depicted on too-equal terms with the threats encountered, and that felt as though it would be harder for the player to establish a thematic connection to the character they controlled.
The idea I’m running with now is to depict the player as a token of the character’s bust. Armour would be overlaid like a paper doll, and handheld equipment would simply be shown without regard for realistic limb posing, saving space and allowing for any sprite I like to be placed in front provided it remains within space limitations.
Because the sprite now has a large percentage of its pixels devoted to a face, it immediately takes on a higher importance in the player’s eye. It is obvious at a glance that this token represents a player and cannot be misplaced in a horde of monsters.
I’m going to move away from this iron-age aesthetic for equipment. It made a convenient shorthand for the purposes of this test and mockup.
I needed to work on a big pixel piece again and decided revisited Sub-Luminal. My thinking behind this machine is that it could operate in transitional gravity environments, or even walk in corridors lacking gravity or up/down vertical shafts with it’s redundant legs. It would be a good unit for blocking escape avenues.
I was throwing out a bunch of old papers the other day and came across these rough sketches of a lamp idea I had (as well as a thumbnail of some tripod-like zero gravity creature?). This is very rough work but it looked good enough to share, and the design is something I should consider carrying out for design week in Toronto or something.
A quick, very loose sketch that was part of an afternoon conversation with Erik Umenhofer from Firebelly. We were working out an idea for a tutorial level that carries the player through the platforming controls and basic combat. The player will have to enter a relay tower that has been torn from a planet, and climb to the top in order to access the communications system. Along the way an asteroid will collide, spilling out basic enemies for the player to deal with.