This week in our game development course things have been a little bit contradictory.
After the alpha was completed and our group was allowed to stay together, we ended up a little bit on a cloud and as such I am fearfull of the fact that we might have fallen a bit behind again. At the moment we are in a place that is still not so bad, but I am a little bit uneasy about the future 4 weeks. Anyways, onwards to my work this week.
This week what I have been doing is working on the loose condition splashs screen. Essentially the screen you see when you are shot dead in the game.
Since fancy mansion is not your house, and you are stealing from Otto von Fancy, the owner of the mansion, he will shoot you if he finds you.
Our place-holder art was a black-screen filled with read blood, the text “Dead” centered in the middle, and the thiefs legs sticking in from the right edge of the image (as seen below). This represented well the feel of the picture we wanted, but was poor in execution, as it should be, and didn’t really give you a view of what had killed you, what you had seen last in your life as the thief.
I expressed my dislike for the picture to our two art guys and they took what I had said to heart and started over with it, still in mind it was only placeholder so far. I was at home when the change took place, and as my drop-box resynced with the new picture I took a look at it and liked it far better. Otto stands over the thief with his shotgun ready (as seen below). Though this one was too meek in comparison to the sea of blood that could be seen in the first picture. Also, Otto was seen in his in-game pixel-form.
I liked the idea though, and so took it upon myself to iterate on the screen, adding a bit more detail, high-lights, shadow and smoke to the otherwise quite flat picture. I made his wrinkles deep-set, his baggy eyes heavy and his face splattered with red blood to make him feel more intimidating. What I ended up with was loved by our team and in the end is something I can keep iterating upon to make it something that will be in the final product of our game.