Week 5 Reflection – Iridescent Fabric and Creating All Artwork for a Visual Novel

19/10/20

GART702

To start the week, I created a plan for this week in order to organise my thoughts a little more. I find myself panicking a bit today because I am a little burnt out, but I need to produce a lot of art for the GART lecture tomorrow.

Transcribed version:

Monday – Work on GART702, Meet with teammate.

Tuesday – Attend lectures, Show off progress, Work on game story.

Wednesday – Work on art for game.

Thursday – Attend lectures.

Friday – GART Work.

To relax my worries a little, I have made a list of work I can do in order to achieve what is expected of me, and how I can achieve these.

Facial expression variants

  • Collect reference for the specific facial features I want my character to have – see Jenny Harder’s facial ref board
  • Sketch over the reference to understand forms better
  • Could also sketch over-exaggerated expressions
  • Watch video tutorials on how to create expressions https://www.youtube.com/results?search_query=drawing+expressions

Lighting – COMPLETED

  • Make transparent material moodboard
  • Do transparent material studies – learn how to render this material
  • Watch videos explaining this
  • Could also look into iridescence and rendering this – inspired by Luis Ricardo Falero’s ‘Femme Papillon’

Item

  • Recently I had the idea that she could be holding an item relating more closely to floristry in her hand in her human form, and this in fairy form turns into flowers which change depending on her mood
  • https://www.weloveflorists.com/2018/12/19/florist-tools-supply/ (BERTONE, 2018) look into this and do some concepts
  • How can I make it unique to her/fit with her design?

GAM701

Had a meeting with Louis, discussed the inventory system and how we would show progress to the player. We struggled with figuring out how to code this in Ren’Py, but I came up with the idea of having a fake inventory system with images only that update when completing certain story elements. Below is an image of a mockup I created in photoshop.

Quick inventory mock up in Photoshop.

So, before unlocking something the icons would appear as blacked out just on the screen at all times, then after receiving the item the picture would appear in its place, that way the player knows they need to get things, but doesn’t know exactly what they are until they get them.

We also booked a tutorial with Matt for Wednesday, as he requested everyone do so in an email.

GART702

To begin, I gathered reference of sheer material. I had my flatmate help me take reference photos of a sheer cape he owned. This cape actually had butterfly wings on it and flowers, so it was a great reference!

I also gathered reference on Pinterest, both of sheer fabric, but also of iridescent fabric too.

Moodboard looking at the various hues and reflectivity that iridescent and sheer materials possess.
Moodboard focusing on the colour pink.
Moodboard focusing on the colour blue.

While gathering these images, I realised a lot of the images with people in them were White. Because I am creating a Black character, this reference would not be all that useful when it comes to working out how to render sheer fabric on top of darker skin tones. So, I made sure to gather some better suited reference too.

Moodboard focusing on darker skin tones.

I also came across some really pretty pictures involving flowers and they were reminiscent of the colours I had seen in the iridescent fabric, so I collected these too.

Moodboard focusing on vibrant iridescent colours.

While I was collecting these references, I was sitting in the living room next to a vase of flowers, the same ones I took reference photos of in week 3. I noticed that because it has started dying, that some of the petals have started falling off. I liked the shape of these petals a lot and decided to arrange them into wing formations to then quickly concept some wings from them!

Some wings I created using petals!

Moving forward, I would like to watch some videos explaining how to render sheer fabric and iridescent fabric to deepen my understanding of the subject. I have found a few, which I will link below.

(Kim-SukLey, 2017)
(Hong, 2015)
(Mortensen, 2018)
(Creators Couture, 2019)

I then moved on to looking at expressions. I created this board on Pinterest to influence what my character could look like.

While gathering some reference on Pinterest, I came across this tutorial on Tumblr about black hair. https://misselaney.tumblr.com/post/104248676783/natural-black-hair-tutorial-usually-black-hair-is (Black Hair In Depth, 2014)

Found this tutorial on curly hair https://twitter.com/virpomix/status/934869627817078785 (@virpomix, 2017)

I went back and developed my iridescent work further by doing some material studies of the reference I had gathered.

Material studies of sheer and iridescent material.

I was incredibly happy with how these turned out, and I was excited to move forward! It felt like I was getting a lot closer to defining the material details and colours I want to be associated with my character!

I moved forward onto layering these material studies over the silhouettes I had created in order to test it out. I first layered it over the skin tone I want for my character, and then over the original outfit concept that inspired this work.

Then, using these silhouettes, I decided to add the petal wings I made earlier to see how they would look!

While I was doing this, I thought I should add the iridescence to the wings too to see how they looked!

I also went through some old reference I had gathered a while ago to look for any expression references I could draw over. I rediscovered a Pinterest board I created a few years back. This will come in use once I go into developing the expressions of my character more!

I briefly looked once again at florist tools and found a list of tools. I decided on pruning sheers as the item she would be holding. I chose this item as it very clearly would communicate her profession when paired with the flowers she will have incorporated into her outfit.

I did a quick google search to get an idea of the varieties of pruning sheers I could design.

I used the keyword ‘cute’, and did find some nice results! Especially at the top of the page – the Niwaki Sentei scissors are very appealing to me, design-wise.

After this, I decided to stop working for the day. Although I did not get through all the work I wanted to today, I believe I worked smart and did a lot. I also have a clear plan in my head on how to progress forward, and I am hoping that this will motivate me onwards to work harder on GART702 this week.

References:

Youtube.com. 2020. Youtube. [online] Available at: <https://www.youtube.com/results?search_query=drawing+expressions> [Accessed 19 October 2020].

BERTONE, I., 2018. MUST HAVE FLORIST TOOLS/ SUPPLIES!. [Blog] We Love Florists, Available at: <https://www.weloveflorists.com/2018/12/19/florist-tools-supply/> [Accessed 19 October 2020].

Kim-SukLey, 2017. Peach | Sheer Fabric Practice | Digital Painting Time Lapse. Available at: <https://www.youtube.com/watch?v=NtINlGl5EXk> [Accessed 19 October 2020].

Hong, Z., 2015. Fashion Illustration Tutorial: Sheer Fabrics. Available at: <https://www.youtube.com/watch?v=J4io30FtTuo> [Accessed 19 October 2020].

Mortensen, A., 2018. How To Render Sheer Fabric Using Procreate. Available at: <https://www.youtube.com/watch?v=39ul3K-wFFc> [Accessed 19 October 2020].

Creators Couture, 2019. Iridescent & Holographic Tutorial #1: How To Load & Use The Impressionist Photoshop Brushes. Available at: <https://www.youtube.com/watch?v=1ZqvYgno4kE> [Accessed 19 October 2020].

misselaney.tumblr.com, 2014. Black Hair In Depth. Available at: <https://misselaney.tumblr.com/post/104248676783/natural-black-hair-tutorial-usually-black-hair-is> [Accessed 19 October 2020].

@virpomix, 2017. How To Draw Curly Hair. [image] Available at: <https://twitter.com/virpomix/status/934869627817078785> [Accessed 19 October 2020].

20/10/20

GART702

We had a lecture focusing on lighting, and were instructed to gather more reference relating to lighting. I took this opportunity to collect lighting specifically relating to Black skin and how it reflects lighting. I also collected some more references of visual novel characters with darker skin to see what kind of lighting is commonly used. This will inform my work later down the line when it comes to presenting my character in a visual novel scenario.

Presented my work so far, and it was really well received! It seems I was being too hard on myself and how much I had created considering I was able to do it in a day. I got some really useful feedback too.

I remember watching this film as a child, so I would definitely like to look into it at some point!
I am familiar with his work, but I would like to look into it further with the context of my character!

Ady also suggested that I could look into African beading to incorporate into her hairstyle, which is something I may consider! I am unsure right now if I will incorporate this, as although the decorate details do match her fashion style, I am quite eager to have round shapes be a big feature of her design. This is because she is a friendly character, so if I can exaggerate this in her hair too by using big round shapes this would be great!

Moving forward, I have decided to actually just focus on developing the fairy silhouette I like the most before moving onto the mortal outfit and expressions and poses. This will mean I can really deep dive into lighting and developing the style of my character a lot more. Then I can develop her further and look into items she can hold etc.

GAM701

I then moved onto continuing to write the story for the visual novel I am creating with my teammate. I am hoping to finish the whole story today, as I only have to write the sheep route, the horse route, the end result of the horse route, and then the full ending.

I discussed with Louis what the horse’s item should be, as we have not established this together yet.

I then worked the rest of the evening on the game script. One of the major blockers in finishing off the game script was trying to figure out how conditional statements would work. While writing the script, I also wrote some of the python coding to help speed up the process for my teammate, as I have previously experience using Ren’Py, whereas he does not.

I do not have experience, however, in conditional statements. These are statements which track if the player has done a certain thing, usually picking a particular option. This will then cause the player to go down a certain path, or avoid another entirely. In our game, we wanted to make sure that if the player has been somewhere, that they could not choose the option to go there again.

Because I do not have the full knowledge of how to do this, I was struggling with how to figure out how to code this. I spoke with my teammate, but he didn’t know either. I decided to instead focus on finishing all the script and dialog, and then worry about the programming details later, as otherwise I would not finish writing everything tonight. This is how the conditional statements look so far, they are obviously not ideal and I have not tested to see if they work, so I need to do this.

My probably very convoluted way of trying to understand how to do conditional statements.

Due to the decision of moving on with writing, I was able to successfully finish it all! I am very glad for this, because with this done I can focus on creating all the art for the game and getting it all in. As our game is very visually driven, this is a vital part of the creation of the game, and I didn’t want to leave it until last minute.

21/10/20

GAM701

Today was a rough day, as I felt very ill and weak and I was unable to produce any of the art I wanted to. I still was able to meet with my teammate and have the meeting we organised with Matt on Monday. This went well, and I discussed a lot of issues we had with him regarding the game. He explained a little more about the conditional statement issue, and I believe I understand how to do it a little better. I will need to work with Louis to solve this problem.

Additionally, I also inquired as to what next week’s workload would be like for GAM701, and I was reassured that it would be a lot lighter. It is reading week next week, and this means that there are very few lectures. I currently plan to dedicate next week to purely getting my GART702 work up to a really good standard so I am no longer behind where I would like to be at this stage. This will allow me in future to hopefully balance the work between the two modules more equally.

I was unable to do anymore work today so I took the day off to rest.

22/10/20

GAM701

I felt a lot better today, and I was able to attend the workshop today. We presented our game and received some nice feedback.

Feedback given during the lecture!

After this, we were instructed to go into Mural and answer the following questions:

  • What tasks are needed to complete this game to make it functional and shareable?
  • Is there something missing that would be a quick win to improve the game?
  • What can you sacrifice or change to complete?
  • How will you measure that your game is complete?

Below is an image showing how we answered these questions.

This has allowed us to reaffirm in our minds what we need to achieve for our game to be fully realised on Monday. It has also given us a better idea of how we might plan this out in a time-bound context. This is something I need to improve on, as I am unaware how long creating all the art assets will take me, but ideally, I would like to complete them all by Sunday morning, as this gives Louis time to implement them without rushing. However, I am aware that unexpected circumstances may occur, much like yesterday when I felt ill, or bugs in the game.

With this in mind, we did also mention features we can sacrifice if we do not have time, and while we do not want to do this, it is still good to be aware of them. This way, we can quickly address any panic that may arise from unexpected delays in the project by sacrificing some non-essential features. After the lecture ended, I worked on creating the inventory UI and the last icon for the horse item.

The completed horse item – a hat!
The completed inventory when blank!

After completing these, I sent them to the join google folder that Louis and I share, with the correct naming conventions, so that he can implement them quickly.

As I am thinking of changing the UI, this may affect the UI of the inventory too. This will be a quick fix if required, but it is another step that I must factor into the timeframe we have left.

Additionally, I did not mention in previous blog posts, as previously I did not realise it was a big issue, but I now realise it is: Louis and I are only a two person team, and most other groups are three people. This is due to the other person we are paired with no longer undertaking the course.

Originally, I did not see much issue in this, but I realise now that because of this both Louis and I have to do a lot more work than we would have to with an additional person. This is not too much of an issue, as we do come to agreements and understandings a lot quicker as two people and communication is easy. It does also mean that we are a lot more generalised in what we do, for example, I do the writing and also the art for the game, whereas if we had another person, they would potentially be handling the writing aspect instead.

I did not mind taking on the writing, as it is another crucial aspect of the game, as the assignment is to create a ‘text-based game’ and I wanted to ensure that it was good, but I do also acknowledge that because of this, I spend less time on my art, not only for the game but also for my GART702 module.

Speaking of which, tomorrow I planned previously to focus on GART work, and while I still plan to do some, I will have to divide my time a bit more between this and GAM701 art for the game. This is because, as mentioned earlier, I aim to get the majority, if not all the art assets done for game by Sunday morning.

I believe I can spare a bit of time away from working on my GART module tomorrow, as I hope to focus on it solely next week, as mentioned previously. This means I can catch up with the work as soon as I complete everything for the game.

23/10/20

GAM701

Today I am focusing on creating the UI for the visual novel. I have the idea of creating UI that looks like scraps of paper, and I wanted to create claw scratches in this to reflect the main character of a cat. However, after speaking with my flatmate, he suggested I could instead have ink pawprints on the paper. I really liked this idea, and thought it would be easier to execute successfully, so I decided to do this. I do not have much experience in creating UI, especially from a technical measurement standpoint, but I am not too worried about this for this particular project. This is because the art style is very ‘storybook’-esque, so it doesn’t have to be exactly neat and precise.

I am also reassured by the fact that this project is not graded, so its okay to not worry about everything being perfect. I especially cant afford to do this currently, due to the vast amount needed to be produced for this game. I must be quick when producing art, and not get caught up in the little details.

To create the paper texture I wanted for the UI, I followed this tutorial:

(PrintPlace.com, 2014)

While following this tutorial, I came across a filter in the filter gallery called ‘Palette Knife’, it created really interesting broad strokes which reminded me of the abstract impressionist style I am aiming for in this game.

Paper texture at Palette Knife filter stage

Out of curiosity, I decided to apply this filter to the background of Granny’s house that I have already created to see if I liked it.

Granny’s House Background with the ‘Palette Knife’ filter.

Although I did find the finished result interesting, I decided to stick with the previous version of this background, as I felt that the filter took away some of the personality and individuality from the background. I am glad I experimented and tried out this option though!

While I progressed through the tutorial, I came across another filter from the filter gallery called ‘Texturiser’. This added a canvas texture to the piece.

Paper texture at ‘Texturiser’ stage.

I really liked this, and decided to try it out on the background! I created a duplicate of the background and applied the filter on top and then reduced the opacity to 63% so that it would not be too strong a filter.

Granny’s House Background with the ‘Texturiser’ filter.

I actually really liked how this looked, it brought the piece together a lot more, and I asked the opinions of my teammate and flatmate. My flatmate approved! My teammate said that he preferred it how it looked before, but he did actually change his mind and say he liked the canvas one after zooming in. I asked whether or not it was a good idea to send it to our course mates. He agreed, so I posted it for feedback, and I got almost immediate feedback that canvas was preferred!

Feedback from course mates

I decided to just double check this was fine with my teammate, as it is a game we are creating together, he was happy with this, so I saved the background and added it to our shared folder so he could replace the one in the game! While I was saving it, I realised I had been working on the fully brightened image, without the de-saturated filters! I quickly found the correct photoshop document, and made sure to add the new version of the background underneath all the filter layers so that it would match the saturation levels of the previous background.

Granny’s House Background de-saturated and with ‘Texturiser’ filter.

While working on this, I did get some very useful feedback from a course mate:

I do agree that it does add a little bit of an artificial feel to the work, and this was something I was worried about when adding filters. I have decided to keep going with the canvas, and then see if the UI I create can help unify it and help it feel unique and charming!

Before going into Ren’Py and editing the UI, I made sure to check the guide on how to do this: https://www.renpy.org/doc/html/gui.html (GUI Customization Guide — Ren’Py Documentation, n.d.)

After finishing the paper tutorial, I brought in the image of the default textbox from Ren’Py, and put the paper texture over the top, using a clipping mask. This made it much too transparent.

Test with Ren’Py default UI

So instead, I decided to try it out at full transparency in Ren’Py first to see how it would look.

Test in Ren’Py with paper texture as it is.

I did not like how the textures were the same, it made it seem too flat and it was overwhelming. I sought advice from my flatmate, and he suggested getting rid of the canvas texture on the textbox, and instead I should add a dropshadow behind the UI to make it look like it is placed on top of the background. I tested this out, and also added some rips to the side of the paper to further make it look like paper.

First test with ripped details

As you can see, some of the rips were a bit too much, and they made the writing not visible. I corrected this. In addition, I made all the edges a lot more torn so that it looked more natural and not like a clear rectangle. In addition to this, I added the ink pawprints I mentioned earlier. I tested this in Ren’Py again.

Second test in Ren’Py

Although I think that this is better, I am going to experiment further with the pawprints and also with making the top part of the textbox a bit higher, as Granny’s name still comes of it a bit.

Third test in Ren’Py

I like this version a lot more, it was very close to being there! I increased the height of the top again, and also lowered the opacity of the box a little more.

Forth test in Ren’Py

This felt perfect now! However, I did notice one issue and that is that the options at the bottom of the screen weren’t visible. I experimented with lowering the bottom half of the text box to see if this would resolve the issue.

Fifth test in Ren’Py

This did make it more visible! I sent a picture of this to my teammate to see what he thought! He liked it, though he did point out that Granny’s name was a bit hard to read. To fix this, I found the hex code of a darker orange and tested this.

Change of Granny’s name to be darker.

I think this works a lot better, but I send this to my teammate just to be sure, and also to my course mates to get their opinions on it! I got positive feedback!

GART702

At this stage, I realised that I was still working on the UI and that I likely wouldn’t have chance to do much GART work. I decided to look back at my list of tasks I mentioned on Monday to see if there was anything I could do quickly so that I can still progress on it today.

I decided to start making a face reference board on pinterest, as this is something I will need in future, and something which I can create and amass references for quite quickly.

Additionally, this reminded me of further pinterest boards I had created but forgot to mention in previous blog posts.

GAM701

I continued on my work and started applying the newly designed UI I had created for the textbox to other UI elements, such as the frame which comes up when you chose to exit the game.

First iteration of the quit pop-up in Ren’Py

As you can see, I had to adjust certain elements such as the paw print and dropshadow. I decided to move the paw to the bottom, and also get rid of the dropshadow entirely.

Final version of the quit pop-up in Ren’Py.

I then moved on to editing the options bar on the side of the main menu.

First iteration of menu screen UI in Ren’Py

I had a lot more space to work with, so I decided to add a lot more paw prints.

Final iteration of menu screen UI in Ren’Py.

I also changed the choice boxes so that the fit the same aesthetic.

Choice button before the change in Ren’Py.
Choice button after the change in Ren’Py.

Finally, I had to go back and change the background of the inventory icons as these were the only things which had not been changed.

Updated inventory UI.

I realised at this stage that the inventory would be tricky to show if the player had full choice of where to go. This is because the inventory will show up as blank at first, and then as the player completes a certain dialog, they will receive new items that will fill in the blank inventory spaces. However, in order to track what the player has done and what image to show accordingly, there would need to be a lot of ‘if’ conditional statements. I also worked out how many images in total there would need to be for each of the inventory possibilities.

Notes on how many different inventory images there would need to be.

This is something I will have to discuss with my teammate and solve together.

Additionally, I also recorded some quick dialog for Granny using the voice recorder on my laptop. I then converted the file type to mp3 using https://online-audio-converter.com/ (Audio Converter Online, n.d.) and sent it over to Louis! This was a silly recording, not professionally done, but for the nature of our game, I think it will work well and add a lot of character to it!

As I had a break after completing the UI, I started work again quite late. I decided to focus on gathering reference for the background paintings I have yet to do, starting with Granny’s door.

And then moving onto the Barn, which I found some very pretty pictures for.

I liked the photos I had collected for the barn background so much that I made a moodboard in Photoshop for them too, including a colour palette alongside this.

Moodboard created in Photoshop.

I decided for the stream background, that I would actually go on a walk to a local forest path tomorrow and take my own reference, as I believe I can take the type of photograph I want myself! A lot of the photographs on Pinterest were taken from in the middle of a stream, and I am wanting to paint a background that shows you on one side of the stream.

While searching for references for the field background I found this particularly nice image, shown below.

Image can be viewed on the field mood board

In this image, alongside a field, can be seen a barn and some trees in the back. I believe this picture really ties together the different locations I had in mind. The barn, where the horse is located, and the stream, where the fox is located. The stream is within a forest area. So, by creating a background which hints at both of these other locations the player can then come to a better understanding of where everything is in relation to each other. This will help to unify the idea of the farm they are exploring.

After collecting these references, I rested and decided to continue with work tomorrow!

References:

PrintPlace.com, 2014. Realistic Paper Texture Photoshop Tutorial | Printplace.Com. Available at: <https://www.youtube.com/watch?v=ELCd_az_GOY> [Accessed 23 October 2020].

Renpy.org. n.d. GUI Customization Guide — Ren’py Documentation. [online] Available at: <https://www.renpy.org/doc/html/gui.html> [Accessed 23 October 2020].

123APPS. n.d. Audio Converter Online. [online] Available at: <https://online-audio-converter.com/> [Accessed 23 October 2020].

24/10/20

GAM701

To start the day, I went on a walk to the nearby forest to take reference photos of the stream there. I got some good photos, and because it was raining, it was quite dark, and this was ideal because I wanted to portray the stream area as a bit mysterious.

The reference images I took!

After getting back, I started working on the backgrounds. To create these backgrounds I first sketch them out in Procreate using the Procreate Pencil brush. Then I paint them in on a new layer using the Jagged Brush. In the case of the Granny’s Door background, seen below, I also used the Brush Pen to create the calligraphy in the frame.

First iteration of Granny’s Door background.

Usually at the sketch stage, I send it over to my teammate so I can get feedback and see if he likes it too. When I sent the picture over, he suggested that I could add another frame and inside could be a picture of Mr. Fluffypaws to give the player an idea of what he looks like. I agreed this was a great idea! This prompted me to make a new pinterest board for collecting reference for the characters of our game.

This will especially come in use when I start to make the character sprites for the game!

After we discussed which cat breed would be best, I added in the new detail.

Background with cat added!

I showed Louis the updated version, and asked if this was okay or if it seemed too cutesy. He liked it but suggested that the cat’s eyes be smaller. I quickly iterated on this, and send him another version.

Background with cat eyes reduced.

He liked this, so I then moved onto painting the background! Here is a timelapse of this process:

Speedpaint of Granny’s Room!

After completing the painting on Procreate, I took it into Photoshop and applied the same filters I had to the Granny’s House background. In addition to this, I also went into Colour Lookup and applied ‘Moonlight.3DL’ to give the piece a night-time feeling.

Closer details of the Moonlight.3DL feature.

Here is the result of this!

Finished background of Granny’s Door!

After completing this background, I moved onto working on the barn background. Here is a video from procreate, and the final result!

Barn Background Speedpaint

Finished barn background!

Finally, I worked on the field and stream backgrounds. I decided to sketch both out before moving on and painting them. Here are speedpaints of both, and their final results:

Speedpaint of the Field background.
Finished Field background!
Speedpaint of the Stream background.
Finished Stream background!

I am really proud of myself for being able to finish all the backgrounds today! As I was still feeling awake, I decided to move onto creating the character sprites. I started with what I believed would be the easiest, the horse sprite, so I could get comfortable with the workflow. I continued working on my pinterest board with character references. After doing this I found out what the file size is for sprites in Ren’Py from looking back at older projects I have made in the engine. After looking at the sizes of characters of previous games, I was left a little confused, as they all varied. I decided to google it instead.

(Default character sprite size? : RenPy, 2019)

While creating the horse sprite, I decide to draw it over the barn background I had created, so I would keep in mind what it would look like in the environment its supposed to be in. This would ensure it is visible and that it suits the environment. I sketched it out and then painted it in and then put it into Ren’Py to test it out.

Quick horse sprite test in Ren’Py

I liked the way it fit onto the screen, however it seemed a little disjointed with the game. I decided to apply a crumpled paper texture on top of the sprite using a multiply layer in photoshop. This is what it looks like, both the test and with the barn background.

Horse sprite test with paper texture.
Horse sprite with paper texture with barn background.

I asked my teammate what he thought, and which he preferred and he said he liked the crumpled paper a lot! Though, he pointed out that the horse was a little hidden by the textbox. While this is common for visual novels, I do agree that the textbox is hiding important information, such as the hat on the foot of the horse.

In addition to this, I sketched out the fox and sheep sprite, using the horse sprite as a size reference.

Fox and sheep sketch next to completed horse sprite for size reference.

I decided to rest for the night, but work on developing all the sprites further tomorrow.

References:

Reddit.com. 2019. Default Character Sprite Size? : Renpy. [online] Available at: <https://www.reddit.com/r/RenPy/comments/ar0s2o/default_character_sprite_size/> [Accessed 24 November 2020].

25/10/20

GAM701

Once I started work, I adjusted the script of the game. We decided to remove the options of where to go next for the player, as trying to get this and the inventory system working in the time limit we have left was posing as a big challenge. However, we believe that the player still has good engagement with the game through the ‘minigames’ and the final choice at the end of what to present to Granny.

Moving forward from this, I made the inventory icons to reflect these changes and uploaded them to the google folder we share. I then progressed onto working on the ‘hoof, feather, paw’ minigame icons that would pop up, as this would be a quick task and this would help me get into the rhythm for creating art again!

Finished icons for ‘Hoof, Feather, Paw’ game.

Finished this and then worked on the sheep and fox icons.

Finished sheep sprite!
Finished fox sprite!

Finished these, and then started working on Granny’s icon. At this point I started to feel quite burnt out so I asked Louis if it was okay for us to use a previous background as the menu screen instead. He agreed it would be fine! So, all I had left to do was Granny’s sprite and also a game icon! For the game icon I used a drawing of Mr. Fluffypaws I had done previously for the background of Granny’s Door I showed earlier. Here is how it turned out!

Icon for ‘Mr. Fluffypaws’ game!

It looks really cute small as the icon and I am happy with it! It’s something which adds a nice a bit of polish to the game! After completing this, I continued with Granny’s sprite.

Finished Granny sprite!

Finished! I’m really proud of all I have done this week!

Posts so far:

Week 1 Reflection

Week 2 Reflection

Week 3 Reflection

Week 4 Reflection

Week 5 Reflection

Week 6 Reflection

Week 7 Reflection

Week 8 Reflection

Week 9 Reflection

Week 10 Reflection

Week 11 Reflection

Week 12 Reflection

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