5. Art - francesctr4/Motorwheel-Studios GitHub Wiki

Mood analysis

Windjammers bases its aesthetic on a realistic world as it is based on a sport that does not require unrealistic elements to be executed, but also presents a world in which the characters use their abilities to take advantage in the game.

In addition, the game’s mood analysis is also realistic with glimpses of sci-fi, that’s mainly because of the special abilities’ effects, but also because of the inhuman strength needed to throw the disk in such speed and to stop it when it comes to you.

Foto0

Sprites

All sprites are located at this drive folder, since it was so big and had so many images that GitHub couldn't handle it.

Level art

All maps are located in different places and biomes. In a total of 6 maps, we chose 3 of them as our main scenarios.

  • Firstly, we have the beach, based on a coastline environment with its palm trees around the field, in addition to new outfits for the public and the players, not to mention the sandy ground.

Foto1

  • The concrete map is known for its street look alike, and it’s based on the fields you would normally see around at public playgrounds. In addition, this map has a painted area that simulates the dividing lines on the floor and in the middle of the level there are two yellow planks which divert the disk’s trajectory.

Foto2

  • And at last but not least, the stadium map, referring to (as its name suggests) a real life professional basketball stadium. This one has a wood floor with horizontal planks as it would normally have, although its public is as common as always.

Foto3

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