Thursday, April 28, 2016

Drake - 10 Bands - Design Decision: Art

Software:


Guidelines:

  • Put multiple images into one giant image (texture).
  • Make your textures width and height a power of 2 (i.e. 128x64).
  • Technically you could take every single texture you have and make one giant mega-texture but it's okay to keep them separate for quick and easy access. No need to have one texture for Drake's animations and the sleeper's animations.
  • If you're not an artist, find free art at OpenGameArt.org. Always accredit the artist how they prefer to be credited. Anything that is CC 0 is free to use and modify for commercial projects. Most things that are CC 3.0 can be modified and used for commercial products, but it is up to the artist to decide and it will usually say whether you can or not on the art page. I try to stay away from anything that doesn't fall into either of these two categories.

Art I Used:

  • Bands: I looked at a couple of different images for money and decided this was the best one. Most images regarding currency were coins or rings and that didn't fit the theme very well. I merged two of the images together because I wanted the dollar sign on the one image hiding under the rubber band of the stack from the image next to it.
  • Sleeper: My sleeper image is based off of an image depicting a man who is drunk and has fallen asleep next to his work computer. I decided to make the shirt green on a whim and the hair blond because that's how I look. After play-testing I decided to keep them because it looked similar to the colors used on the bands of money. This would make it slightly harder for players to tell where to go if playing for a faster time.
  • Floor Tiles: The blue color of Kenney's tiles looked really nice and somehow I always end up using some of his art in a project of mine. He just happens to have anything you would want but it's always just so cute. I only used the blank tile, none of the lettered ones.
  • Arrows: The arrow was taken from here and applied to the same tile I use for the level floor. The arrow tiles are sized to be 128x128 pixels while the floor tiles can vary depending on the size of the screen being played on.
  • Phone: I needed at least one phone and decided to use an iPhone looking image. The first prototype had a dark background so a white phone made more sense. After adding the tiled background I never changed the phone or tried different styles so that is something to consider design wise. Maybe a darker phone looks better against the light blue of the floor?
  • Drake: I had looked for images of Drake and found multiple that fit a video game style. I originally thought I would use one in particular. Was thinking I could have an overly exaggerated head, like a bobble-head, and stick figure lines for legs. I imagined endless animation of the legs jiggling around to provoke an attentive feeling from the user. I actually ended up emailing the artist of that image to ask for permission to use it and he never responded. Later I saw the art for Nothing was the Same and it appeared to have a copyright that seems like I could modify it without selling it. I decided to go with that and didn't wait any longer (thank god cause he never responded anyways). I should reach out to Emilio and let him know I'm using his art so he can also have the right to revoke me for copyright infringement (if I am infringing). I took his head image and planted it on the body of another image. This was faster than drawing stick figure legs and probably had better feel regarding collision detection.
    • Side note regarding collision detection. Phones can only be collided with by Drake's upper body and lower body, his head does not count. Sleepers can only be collided with by his feet, so it feels like he is literally walking on them. I gave Drake two different rectangle attributes for these different collision detection choices and I think it added some realism to the collision.

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