ADVANCED GAME STUDIO

53-472/672 | Carnegie Mellon University | Spring 2023

Silly Lil Guys

UI/UX

This week, UI/UX worked on vectorization for new items and a battle start screen.

One item we spent a lot of time on was the magic paint brush that the player uses to capture spirits. We began by creating a 3d model of the paintbrush in illustrator so that we would have it in case we needed it. We also created a vector of it and multiple color variations to select from.

We decided to go with the brush on the rightmost side.

We also vectorized some of the items, like the letters and the train. These will appear in the inventory.

We also needed a screen in between the battle menu and the tutorial so people could begin the battle when they are ready. We included a tap animation so that people understand that all they need to do is tap the screen to begin.

2D Art

This week for 2D art, we created new character art options and splash screen art. We worked on the 2D art of Agathe and the player model, which have now been transformed into 3d models.

Player model and Agathe.

Splash Art

Programming

For programming, most of the updates were backend. We restructured the GameManager to better handle multiple quests as well as interact with the UI more efficiently. We also created a MainGameScene where the main game runs, then have started treating each encounter as its own scene. These scenes, as well as the map, are loaded additively to keep the game seamless. Finally, we finished the tutorial and added in the second quest.

Sound

For sound, we simply played around with some sound effects. This resulted in a prototype for the dialogue sound effect.


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