Art Bible - BooLAW/Zelda-Project GitHub Wiki
Analysis of the mood
Since our game is a variation of The Legend of Zelda: A link to the past. All the entire game is based and made taking in count the mood and the sprites of it. Hyrule, the realm where is set the game is a magnificent paradise surrounded by big forests and high mountains. The innovation of this game is that creates new colourful and alive worlds with plenty of details. This aspects made the game very fluid and feel like it is a truly fantasy world. The art is done in a way that it feels like the fauna is friendly. However, it also feels like they are enemies.
Colour palette
The game A Link to the Past uses a colour palette that fits perfectly in the world because is made of non striking colours. The colours used are chosen wisely because they aren't dark wither striking. This makes the players feel like they are in a world where fantasy exists, but even if there's fantasy, this type of palette makes you know that there is also problems and features that they aren't so much for children. For example, the princess that is kidnapped or the Kingdom of Hyrule being destroyed or in problems because of the enemies. The importance of creating and choosing a colour palette is big if you want to create a perfect mood and ambientation.
The original game utilizes two diferent worlds, the Light world and the Dark world. We can see the difference of colours in both. The Light world at the left utilizes mostly the green and it's variations. This makes the world feel like is more alive. However, the Dark world uses the brown to make the player feel like he is in a world where there's no vegetation and is arid.
Sprites
The sprites of the game aren't that complicated or complex. Even though, the game uses sprites that are well defined and are easy to distinguish, these don't have that much of pixels on them. So, when creating sprites for new features like characters, items, enemies and so on, from the concept art done before starting the sprites, these shouldn't be that complex.
Link:
Link with shield / Walking with shield / Link / In the water / Walking / Falling / Charging spin attack / Spin attack / Lifting and object / Pushing an object / Charge attack / Normal attack / Link with bow / Link with hammer / Link with wand / Link with boomerang / Link with hook / Link with bug net / Sword and shield variations
Npc's:
King of hyrule / Princess Zelda / Guardian of the King / King Zora / Ganon / Flute’s boy father / Flute boy / Fortune teller / Bomb shopkeeper / Bottle merchant / Hooded shopkeeper / Inn keeper / Dwarven swordsmith’s / Darkworld shopkeeper / Darkworld fortune teller
Enemies and bosses:
Bomb soldier / Spear soldier / Sword soldier / Soldier / Bow soldier / Armos / Stalfos / Buzz Blob / Hoarder / Sand crab / Octorok / Skullrope / Wizzrobe / Eyegore / Ball and chain trooper / Armos Knights / Lanmolas / Moldorm / Agahnim / Helmasaur King / Arrghus / Mothula / Blind the thief / kholdstare / Vitreous / Trinexx / Ganon
Items:
Fighter’s sword / Fighter’s shield / Green jerkin / Pegasus shoe’s / Power glove / Zora’s flippers / Bow and arrows / Boomerang / Hookshot / Bomb / Fire rod / Lantern / Magic hammer / Shovel / Flute / Bug catching net / Cane of somaria / Magic cape / Medicine of life / Medicine of magic / Small key / Big key / Map / Compass / Pendant of courage / Pendant of power / Pendant of wisdom
All the maps are done with the tool named Tiled and since we don’t have any tileset we create them in photoshop in order to make everything match and work. Some examples of the tilesets are:
• Exteriors:
• Hyrule Castle:
The animations of the characters in The Legend of Zelda: A Link to the Past are likely to have few frames but even if they have less frames than other games, they are really constant and stable. In the example of Link walking to the right we see that there is a total of six frames and those six make a perfect animation that looks realistic and fluid.
This second animation of link attacking with his sword, has a perfect distribution on how the sword should be placed in each case and this makes it very fluid. The effect of the sword leaving a trail gives power to the animation and making easier to see the trajectory and range of the attack.