Sprint 3 Design: Shopkeeper - UQdeco2800/2021-studio-6 GitHub Wiki
Concept
For the creation of a shopkeeper NPC there are two main common character 'types' that could fit the story and setting of the game that in the studio where decided to be explored upon:
A veteran firefly:
Was previously a fighter against the same enemies you fight, a grizzled older man but still has a sense of humour. Would tell stories/advice from their experiences and comfort the player by providing items for them to continue their fight and reminding them that they can get out safe.
- Involves more backstory options, could keep the player engaged by introducing them to more of the world
- Makes sense for them to give tips to the player
- Explains the items they have (used to fight so would have weapons and items to help in the fight)
- Explains why they have the capacity to 'teach' you an ability
- Also gives reason as to why the safehouse is safe (the shopkeeper can fight and therefore is able to keep enemies out)
- Would have to have some form of explanation for why they follow you through the map (probably play off as a joke to keep tone of safehouse light -> twin siblings, like to move around, NPC dismisses that they look like the other shopkeeper etc.)
- Could still add in more uncomfortable / eerie elements by having dialogue that implies the shopkeeper won't be able to stay forever and that they are getting too old/weak (possibly before the boss level)
In terms of visual design this character would be welcoming but intimidating and likely larger than the player to show their strength. In order to show their past they would appear older/possibly wounded to show why they are not currently fighting. e.g. the blacksmith from moonlighter, the shopkeeper from spelunky, and the merchant from valheim
A mysterious shopkeeper:
Would be a strong person (a previous fighter as well but not scared/trying to escape the dark) taking advantage of the apocalypse to sell weapons and teach abilities for money (not explicitly stated to the player but implied through their interactions). Would talk more openly and not give direct advice to the player, only vague implications to the world and previous places they have gone/experienced.
- More options for keeping the player engaged by planting vague hints to the characters backstory (less explicit exposition)
- Removes the need to explain the items they have and why they can teach you abilities (don't know their backstory)
- Easy to explain why the shopkeeper reappears throughout the game (don't see their face so could be multiple / could have unknown teleportation ability)
- Would add less comfort to the safehouse by the character being less conversational, reinforcing the players journey is not yet over
In terms of visual design the character would likely wear a cloak and have a non-visible face (either covered by a hat of mask). This would not only differentiate the character from the rest of those in the game but also make them more mysterious due to the lack of information from appearance and being 'different'. e.g. the bandit from hyper light drifter or the mysterious stranger from the survivalists and the resident evil 4 merchant
Initial Design Drafting
In order to make the decision designs were drafted to get a general idea of how each character type intention would look in the game. This was done for both characters (in both low and high pixel) as well as an alternative design to test the effect of alternate versions of the characters clothing. These initial designs were then shown to users for testing to decide between the alternatives and get direction on what to alter to complete the final shopkeeper designs (User Testing Shopkeeper: Design).
Initial Veteran Shopkeeper
Initial Mystery Shopkeeper
Drafting the Final Designs
Following the user testing the mysterious shopkeeper character was chosen as it was overall preferred as a design as well as being more interesting to the potential users (additionally it consistently was perceived in the way intended for the character type). From here certain aspects (mention in the user testing) were changed / improved upon to develop the final character design.
After deciding on the general shapes the shading and colouring was the final aspect of the design to be finalised.
Therefore, the colours of the shopkeeper had to be made more bright to better match the shop design. After this decision the shopkeeper design was finalised with a couple minor changes to shape and shading.