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Areas & Rooms
Other Research incudles things such as my target audiance, Other rescources I have looked at which I helps me come up with idea for my game.
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This is the background for the gym level. The gym keeps the black and white colour pallete with some grey colour to act as refelctions for the mirrors which this effect will be used for all glass objects.
The gym has the enterance/ exit in the bottom right which lets the player spawn when they enter form the town and exit the gym when they hit a collison box.
The gym will have objects the player can interact with such as punching bags which will show the players attack damage output which will get stronger as the player continues to level up.
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This is the apartment background design which I have thought about the design more than the gym as the apartment is the first room you enter when you begin a new game or returning to. The apartemnt tis suposed to feel cheap and slightly old and battered which later I will have other rooms and parts of the map have the same look and feel.
I thought about how i could make the room look run down and i mosly looked at the living area/ kitchen, i made the doors to the draws and cupboards have broken/ loose hinges to show that they have been used alot and are broken. I left the room looking simple by design as it is a simple apartment room with a sqaure like room layout design and small spaces.
I will add more detail to the room such as pictures, broken/ worn down walls, peeling wallpaper and damages floors to really give this room more gritty and old, which will be the style for all rooms and locations from this point onwards.
This is a video showing how I created the room in Adobe Illustrator.
I create the cafe in a different size to other room for my game, i wanted the player space to be narrow as the cafe will only have one place to go to and interact with which would be the store clerk that would be placed behind the desk at the top of the layout.
The player spawns at the bottom of the layout and has to walk along the middle to reach the store clerk at the top but i also though about allowing the player to walk behind the last of the booth seats nearest to the cafe desk using a foreground layer and sprites to create a depth illusuion.
I started to add more detail to the rooms such as adding wood lines and shadow techniqes i noticed when looking at love and rockets. The book had line shading, they used a zig-zag type of shading to break up the solid black and white shapes. I could go back to the Gym and apartment rooms and update them with more interesting backgrounds which will make them less bland and simple in design.
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I updated the design of the apartment as me and other class mates who have played my game noticed this and the gym look empty and dont have alot of character compared to my concept designs for each of my rooms. The apartment and other interior buildings for my game are supposed to look worn, damaged and old.
I added some crached walls which you can see the wooden boards behind the walls, the kitchen has broken plastic tile floors as well as adding more detail to the kitchen counter and fridge. I looked at the empty space between the fridge and the exit of the layout and decided to add a couch along the wall and a dinning table which would take up some space in the center of the room. (which is its own sprite object in the game and isnt visible in this layer.) i also added a draw and signs which shows the player where the exit of the room is as well as the save and load doors. in the game i wll program the doors with pop-up text when the player overlaps these doors to save or load a game.
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