Art Bible - Guille1406/The-Legend-of-Zelda-Hyrule-Conquest GitHub Wiki

This document will be of use for anyone who wants to check anything about the artistic part of our game Zelda: Hyrule Conquest (WIP). It will describe the looks and feels of our game and will explain the reasoning behind every decision concerning the artistic part.


References

References are quite important at the time to choose an artsyle. For our game we looked for other games with great pixel art and other games from the Zelda franchise. As for our palette of colors, it was inspired by the Breath of the wild palette. We thought that a less saturated brighter color palette would fit better in our game.

As for pixel art, we obviously looked at A link to the Past, The Minish cap and Four Swords for its design. However we also were inspired by the art of Drawn to life.

Although the Pixel art is way more detailed, and it wouldnt fit well in our game, we thought that some things, like the conversations and the fully animated world were a great idea.

For the conversation sprites we based our system from the one of fire emblem (of course, adapted to our pixel art).


Art Style

As for our game, in general, we will use Pixel Art as a standard. For our world, we based our art on the Zelda’s A link to the past tileset. However, some major changes were made. The color palette was changed to a more colorful one, adapted to the feeling we want to transmit to the player. The tileset was changed from an 8x8bit tileset to a 16x16bit tileset, so that we have more freedom when doing animations. There will be more animations added to the tileset, like bushes and grass moving.

MAP

Regarding to the Character art, we used the sprites of Zelda: Minish Cap as a reference. Link sprites will be quite similar to the ones in that game, with minor changes. The original characters as Zelda or Dark Ojity will be original sprites, adapting them to the Minish Cap Art Style. The rooster of enemies will be taken from A link to the past art sheets.


Setting

This game will be set in Hyrule Kingdom, including different biomes, like dungeon, forest, cave, mountain and Hyrule Castle. As mentioned before there will be artistic variations to adapt the biomes to our game. Here are some examples: (The following gifs contain some of the animations we implemented)

Hyrule Fields

(Forest variation)

Deep Forest

(Forest variation)

Crimson Lake

(Forest variation)

Dungeon

###Palettes Forest palettes

Dungeon palette

The other palettes are in progress.


HUD

HUD will be changed in order to fit more properly the nowadays controller inputs. Here is an early mattepainting of the HUD (Not final art). Some changes will be made in order to clearly show which weapon has each player.

Every time a conversation is started, there will be displayed an art of the character talking. Here's another early mockup of the conversation UI.


#Character art

This is the rooster of the main characters of the story:

Link: As of this character, no variations were thought, and as said, will be based on Toon Link. More specifically from the Minish Cap Link.

Zelda: The redesign of Zelda was made in order to change the feeling that she was just a princess. That’s why we changed the dress to a shorter blue one, and gave her a ponytail, since now she is ready to fight alongside Link. The blue color was chosen to differentiate Link from Zelda, and to differentiate her from the background. Her palette is less saturated and brighter than link's one, as her toon version has pale skin, and we based her design on that one.

Original art

Mysterious Messenger: As for this one we wanted to give him/her the mysterious feeling, not knowing if this one is really your ally or a foe. That’s why we chose purple and yellow for the palette. Some details of its design may help the player find out the real identity of this character.

Original art

Dark Ogity: Main villain of the story. Many iterations were made to design this character. The palette was chosen as dark purple and red both mean danger and darkness. The main part that diferentiates this enemy from the messenger, apart from being bigger, is his face is darker and he has a big bright red eye. This is the final iteration of its shadow.

Original art

Final Boss: Like the villain, Zelda and the messenger, the boss was made from scratch. The design was quite a difficult one to make. Here is his sprite (work in progress) although his legs are missing. The central eye has a shell that will break if it is hit. It's design may have some resemblance to the guardians of Breath of the wild, although this one has a big eye in the middle, and it is bigger, and have other weak spots.

Original art

#Technical Guidelines ###Camera In order to do an efficient camera that worked for the two players, many iterations and options were made. Finally, a camera with zoom was chosen, so that when players went far from each other, the camera would zoom out in order to keep both players inside the frame. As for the screen resolution, it will be of 1280x720p.

###Other details -The art of the game itself (tilesets, player and character spritesheets) will be of the original scale of the game x2. However Ui elements will be in the window scale (1280x720p). ###Software For the art of project, we will use 3 programs.

• Photoshop: Will be used to create the conversation sprites, and original sprites, and for the tilesets. Any tileset will be checked so there is no unused space.

• TexturePacker: This one will be used to create a more optimized spritesheet of the characters. It provides a XML with sprite positions and important coding information.

• Tiled: Will be used to create the maps. Every map is created will be exported in CSV format.

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