After receiving sounds created by the audio designer for the game menus and character movement, I begun to incorporate them into the project file, and then synchronised them to play appropriately and on time with the onscreen events. With the new sounds added, I also had to go back and check that the audio control buttons found in the settings menu also functioned correctly.
R.H. [head artist on Downhill]- More updates and showing progress on the first level, all the assets are separate and can be placed within the room on Gamemaker.
Using a quick gif of Inkby (I was not in charge of drawing him or animating him).
I placed him within the scene to see the scale and how it would work out.
Coming together nicely, and the first level’s concept was working more a bright colourful town, the concept was Inkby’s hometown; i really saw this vision more than this shown above.
Added water, ocean, sands behind the rockcliff slide, and the mini bridge. This is all assets and will be put on a sprite sheet to show the assets apart, then together unlike this screenshot example.
I created a system for applying a fade to black and fade from black transition system when going between screens. While the transition is in effect, buttons are also disabled from being interacted with, instead requiring the transition to be complete before moving onto yet another transition to the next screen. This fading makes movements between menu screens less jarring and smoother. The fading is also useful to mask some viewing angle inconsistencies when moving between screens in the character introduction sequence as described.
There is also a lower priority possibility of adapting the same code later on to allow an alternate transitioning type where instead of a full screen fade to black, items from the first screen will fade out then the new ones on the second screen will move into position, allowing for the same background to be used, and creating the illusion of being part of the same screen.
R.H. [head artist on Downhill]- Created a health bar in photoshop, I wanted the health bar to start to chip away each time the player got hurt in the game.
A sprite sheet showing step by step of the health bar, disappearing.
[not actual speed]
After receiving basic sprite outlines for the character introduction sequence as well as some other sprites used later on for the rest of a level, I began implementing them into the game and allowing the displayed character sprite to change according to the state of the character. This also required me to develop the intro sequence within the game itself. Doing this allowed me to preview an approximation of how the animation would look in-game once completed, and also gave an opportunity to provide any feedback if necessary on any potential changes, before extra time spent is on needlessly shading frames that may need to be changed or removed.
The process also provided me with a greater understanding of some of the individual character mechanics, and so from the visual depiction of what was wanted to be achieved, I was better able to tweak and polish the feel of the character movement in order to better fit with the animations and the ideas as formed by the animator, improving the feel of the character from the more simplified movement previously used as a placeholder.
The shop’s pixel assets are coming along well, with the skill section completely finished. The remaining aspects of the shop left are the cosmetic icons for the cosmetic sections, buttons, and more importantly; The background of the shop.
We were discussing the layout of the shop’s user interface, we wanted something not too complicated and easy to understand. Because the game is planned to have different tiers of skills, we wanted to find an easy way of showing each tiers and their progress.
Now with everything sketched and planned out, it’s only a matter of creating the appropriate assets for the shop.