Walls Component - UQdeco2800/2022-studio-2 GitHub Wiki

SPRINT 1 LEVEL 1 WALLS

Iterations

Workes on issue #44

In order for there to be basic environmental interaction and effects of physics such as collision to exist, walls are fundamental for both implementation and design of the environment, alongside the interaction for the user. Like trees, walls are also a component of environmental interaction

Design Inspiration

The inspiration for designing the walls for the game were taken from such images of walls found in the greek region as shown below.

Wall-Inspo-1 Wall-Inspo-2 Wall-Inspo-3 Wall-Inspo-4 Wall-Inspo-5

Initial brainstorming

A couple of wall designs were first developed during brainstoprming what the tile of a wall should generally look like:

InitialWall-1 InitialWall-2

First Iteration

The first iteration of the wall component for the environmental variables section of map design was developed as follows:

wall-Iteration-1

Additional Creation for future use

Part of the first iteration of the wall further includes an additional component for future use of the map design in areas such as a dungeon or a restroom, to match our character's story. The development looks somehting like this:

wallv2-1 wallv2-2 wallv2-3 wallv2-4 wallv2-5

Color Scheme

The following images displayed showcase the color pallete utilized in order to create the above iterations of a wall component.

LegoPalette

SPRINT 2 LEVEL 2 WALLS

Iterations:

First Iteration - based on the Map Layout Design & User Testing (Level 2)

pixil-frame-0 (23)

Second Iteration:

Justification for changes: We were given feedback that the colours of the first iteration were not fitting for the look/vibe we were going for in this Level.

pixil-frame-0 (24)

Final Design:

Justification for changes: The purple tone was still not fitting to the theme of level 2 that we had decided upon + User feedback.

pixil-frame-0 (25)

WALL BORDER + OUTER DIRT FILLER AREA

Iteration 1:

pixil-frame-0 (27)

pixil-frame-0 (26)

image

Feedback:

Iteration 2- Final Tiles:

pixil-frame-0 (34)

pixil-frame-0 (31)

pixil-frame-0 (29)

pixil-frame-0 (28)