Thursday, November 21, 2013

Research Phase for Improvement Two




I plan to improve my title screen for the next project. I want to try and incorporate more realistic, flickering flames, but I also want a more cave-like appearance for the "underworld" in the title screen- stalagmites and stalactites would help with this. I also want to make the clouds glow more vividly, especially the logo. so the cloud will flash more.

I also plan for the Angel's flying to be far more smooth, and have him fly off the screen, as well maybe adding other effects (sparks, ash, smoke, maybe a bad enemy or dark shadow in the background.

Monday, November 18, 2013

Prop Art Upgrade



The first two props I did were unsatisfactory in my opinion- the bow was two simple, and the building was a mess. I decided to try another prop, and decided to this time go with a sword that one of the enemies in my game uses. I took a wicked looking scimitar and turned it into a poisonous, almost toxic hue, to give it a sort of insidious, vile look.

Thursday, November 14, 2013

Improvement Project


For this project, I'm not sure exactly what I want to improve yet. I was thinking of revisiting the Rock, Paper, Scissors art piece, and maybe spicing it up with a flashy background (first image), and maybe touching it up a little bit.

The second image is a cavern floor, that I was feeling I might add to my game's title screen. I want to maybe improve that a little bit, though I'm not sure how yet.

Lastly, I might improve my maze a bit more, which is the final image. While this is not my first choice on what to do, I feel I could definitely make a really amazing maze.

Monday, November 11, 2013

Maze Texture Update






Aside from making the maze slightly bigger, I added several new elements to the overall design. Torches were added to give it more of a dark and dank ambience- as if you were exploring a dark catacomb. In addition, several other spooky elements were added- spike pits, the blood "HELP" on the wall, the ghostly hands rising through the ground to grasp at you, and the dark tunnel filled with slimy, disgusting weeds. The green lighting is supposed give it a toxic, sewer-y feel, as if you're crawling through some grimy, poisoned, hazardous dungeon.

Thursday, November 7, 2013

Week 11 Maze Project Texture Influences

The game I used for influence is Donkey Kong 64. Despite it's simple and childish demeanor, there are actually many scary parts of this difficult game. An example is the dungeon area below.

The dark colors, stone walls, and eerie candles make this area have a rather spooky ambiance. I want rocky, swampy, and creepy textures, as well as things that make things spooky like cobwebs and candles.

Another thing that Donkey Kong 64 excels at is lighting. I want the lighting to be dark, with a few dim, colored lights.








Monday, November 4, 2013

Week 11 Maze Project





My maze is sort of a spooky dungeon. I decided to add dark fogs and an almost sickly sort of glow to it, to make it spooky and creepy. The stone walls and floors are to make the player feel trapped in the darkness. The colorful lights were just me messing with the effects.