Design Rule Book - UQdeco2800/2022-studio-2 GitHub Wiki

Design Guide Book Draft Google Doc

Pixel Art Specs:

64 x 64 pixel

Make pixel art using:

Pixilart

Dinopixel

Pixel Art Maker

Font:

Title font:

https://fontesk.com/pvf-reality-font/

Dialogue font:

Option one:

https://fonts2u.com/pokemon-pixel-font-regular.font


Level One:

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With the agreed context of colour scheme:

  • White for buildings
  • Purple for banners/ tapestries
  • Blue for water
  • Green for plants

Inspiration For Level 1

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Current Greek location, using blues, whites, purples/pinks and greens

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Architecture of buildings

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Render of Greece temples showing white and how colourful they were when they were first built

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Ancient Greece temple render again, colourful people and temple

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Current greek temple, showing creams, greeks and architecture we envision in the game

NPC Inspiration & Design:

From discussions it was agreed citizens look like ancient greek people of various skin tones, genders, clothing etc, mainly with ancient greek clothing and the rest will be left to NPC/ Enemy teams.

Gaurd Link

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NPC Look and Feel: Link 1 | Link 2

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What NPC Team Already Made: These where drafted by the NPC team, it gives an idea of their art style and plans.

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Level Two:

Ideas:

  • Home space, meeting with family and not a good relationship
  • Concern: implement those design details that you can’t sympathise with
  • NPC’s hateful, depicts the resentment
  • Tentacle slithering back to
  • Under the city, pipes
  • Poverish, characters' backstory connection through this being his home
  • Plumbers enemies
  • Starting to get more monster enemies

Level 2 Enemies Ideas

  • Tentacle ball
  • Slime ball Link
  • Fighting an NPC friend Link | Link 2
  • Tentacles of an undetermined creature Link
  • Killer poop Link

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Level 2 Aesthetic, Setting, Visuals

Colours are level 1's colour scheme but grungier, dirtier, and darker, with more greens and blues, with fewer creams, yellows and whites.

The story team chose to take inspiration from the game 'Stray' and its use of poverty, it depicts a cluttered but functional undercity, lower lit than level 1. We took ideas from Bioshock and Dwemer ruins as well in the steampunk pipe scene we would like to see. Link - Stray | Link - Steampunk

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Level 3:

Ideas:

  • Dungeon style
  • Blueish underground see look
  • Dark blues, greys, washed out in comparison to L1& L2
  • Pipes, hidden areas
  • Bioluminescent
  • Industrialised
  • Skeletons
  • Industrialised
  • Fighting the hydra to pull the final plug, the hydra is protecting the plug
  • Tentacle balls and poop monsters

Level 3 Enemies

  • Tentacle ball Link

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  • Hydra (Enemies team has ideas)
  • Guards Link | Link 2

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Level 3 NPCs:

Leave to NPCs and enemies teams mostly.

The old plumber will help the player to gain knowledge of the level 3 dungeon.

  • A drunk/ intoxicated rich person with glowing mushrooms
  • Tripping
  • Potions on him
  • Call back to disgusting, mean, cruel rich people in level

Guards protecting (are these also enemies? Are these monstrous guards?)

Level 3 Aesthetic, Setting, Visuals

Link | Link | Link | Link

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