Concept Art and Idea Iterations (Team 4) - UQdeco2800/2021-ext-studio-1 GitHub Wiki
Introduction
Throughout the development of Ragnaraok Racers there were plenty of changes that occurred to original ideas. These changes occurred in regards to both gameplay design and visual design e.g. UI, game characters, terrain etc. Through concept art, this page will showcase the various iterations that elements went through during development. Additionally, it will cover the initial gameplay ideas, along with tweaks that happened over time.
Ideas and Iterations
With further sprints the game will move beyond basic capabilities developed in Sprint 1, and will aim to delve into multiple map/levels/advancement, change in levels with the idea of starting off with easy difficulty, and increasing in difficulty as the player progresses.
Concept Art
General Map
# First rendition of the map. Competed using Photoshop.
Basic rainbow bridge design. Aimed to have a simplistic cartoony look. Features slightly desaturated colours to match the grim theme of the game and to give it a retro look and feel
# Second rendition of the map. Competed using Photoshop.
Features a far more abstract and stylistic approach. In particular it is more vibrant to embrace the fun and whacky side of the game's premise and background.
Win Screen
# First rendition of the win screen. Competed using Photoshop.
Implements the default styling of the background and buttons from Box Boy. This was done to see how things could look if we had trouble changing the default styling.
# Later rendition of the win screen. Competed using Photoshop and Piskel.
Embraces the ongoing purple theme and creates more visual consistency with the rest of the game's visual design. Blocky pixel art text was used to match the work of Team 6 (who was doing the "death screen" at the time)
# Current rendition of the win screen. Competed using Photoshop and Piskel.
Similar to the previous iteration, however incorporates button assets from Team 6. Helps create visual consistency, as it matches the newer buttons used in the rest of the game.
Story Screen
# First rendition of the story screen. Competed using Photoshop and Piskel.
Basic Story Screen. Created before final font was selected.
# First rendition of the story screen. Competed using Photoshop and Piskel.
Story Screen leaning heavy into the purple aesthetic used in other screens.
# Final rendition of the story screen. Competed using Photoshop and Piskel.
Final Story Screen using pixel-y retro game font