I Started the week by discussing new Enemies to be used within the Game, I still don't feel comfortable drawing pixel art of characters/enemies to a expected level for a game this lead me to work with Kuba, as he is more experienced with the Software, I discussed some ideas after some research I concluded that a Swordfish, Crocodile and a Manta Ray would be interesting enemies for our game. I drew some examples of what I thought they would look like, and we had a go at making some placeholders for the individual enemy sprites.
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+ On Tuesday, I did more artwork. I worked on my Game Development Diary. The artwork I did today was more for the attack. We originally had a placeholder beam attack; I improved the placeholder design with my own. I also made a placeholder heart for Shay to try to program a consumable to heal the player.
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A REFLECTION OF MY EXPERIENCE OF MAKING A GAME
- I thoroughly enjoyed this experience. Still, I regret a few things: I wasn't a Generalist. I came into this wanting to try a bit of everything. I was unfamiliar with programming and felt I wasn't strong enough to do this myself. Hence, I thought I shouldn't do this as I would slow the process down, but that didn't stop me from being curious. I looked at the code in my own time and sometimes asked questions. This made me feel better about not being a generalist. That's not to say I did not enjoy working in art; seeing my design and ideas come to life in our game was very interesting. This was a great experience. My Reflection on Artwork: I went into this without experience and came out moderately impressed. I'm not the best at character sprites, but I was impressed with some of the weapons I created, along with the enemy hit mark and laser beam. My Overall experience was quite pleasant with artwork, I think if I spent some time with it and kept trying and creating new sprites, I would be able to get better at making characters for the future. My Reflection on Level Design is a bit different as it was a new experience like most things in this project, I would say I had more fun with level design and designing levels and it where most of my ideas came from especially when it came to the puzzle levels, but I am slightly unhappy that we were unable to implement them.
+ I thoroughly enjoyed this experience. Still, I regret a few things: I wasn't a Generalist. I came into this wanting to try a bit of everything. I was unfamiliar with programming and felt I wasn't strong enough to do this myself. Hence, I thought I shouldn't do this as I would slow the process down, but that didn't stop me from being curious. I looked at the code in my own time and sometimes asked questions. This made me feel better about not being a generalist. That's not to say I did not enjoy working in art; seeing my design and ideas come to life in our game was very interesting. This was a great experience. My Reflection on Artwork: I went into this without experience and came out moderately impressed. I'm not the best at character sprites, but I was impressed with some of the weapons I created, along with the enemy hit mark and laser beam. My Overall experience was quite pleasant with artwork, I think if I spent some time with it and kept trying and creating new sprites, I would be able to get better at making characters for the future. My Reflection on Level Design is a bit different as it was a new experience like most things in this project, I would say I had more fun with level design and designing levels and it where most of my ideas came from especially when it came to the puzzle levels, but I am slightly unhappy that we were unable to implement the puzzle levels but in the end I had a great time design levels even the handwritten drawings i could envision the seaweed growing and the plant life thriving in a coral background which I think would have been a great first biome but that was unforently not implemented on time, I still had a great experience with Level design.