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.
A slightly less ominous setting in this tileset. Wood and stone floors, brass rails, colourful carpets. I kept the top sides of walls and platforms simple in this design because I wanted to add visual candy through several wallpapers as well as the book cases. I’m proud of how the lights worked on the walls.
I’m still pushing pixels when I get a chance. @folmerkelly and I have thought that we would like to represent units in a board game miniature style. One thing I’m pushing for is a clear visual hierarchy between enemy classes, as well as a clear distinction between the player’s token and enemy tokens. I’m drawing the enemies almost like silhouettes with a low number of colours, and assigning a different sized base platform to each general class of enemy. For the player character I feel like higher colour depth makes them pop out against the enemies, and also making the size a bit larger than a ‘medium’ monster helps indicate the player token’s importance. I’m still unsure if I’ve hit upon a template I’m satisfied with but maybe it’s because I don’t have facial expressions and equipment added yet.