Develop Week 2


Dear Potential Pilot, 

This week we have managed to implement the player thanks to our art team and make it move and shoot thanks to our coders! Prototype bullets have been used temporarily to make sure the code is good to go for the further weeks to come. 

Video of the progression so far: 

  

 

  

No timer has been added this week like previously planned due to some inconveniences and will be pushed back for now as it is not our groups main priority at the start and rather its so that it functions properly for our players. 

Instead, our coders added health and damage taken to the ship. We don’t have the enemies yet as they’re still in the design phase this week so instead there are two buttons that show the blanks (also temporary prototypes instead of hearts for now) disappearing and reappearing when pressed. Buttons will be replaced once we have finished our enemies, but the functions of the health will be kept the same which knocks off from our future list of having things to finish since our coders have now made health and damage taken minus the sprites. 

We spent the first day deciding on the art style, which was going to be 2D, digital, pixel art, to capture a similar feeling as older bullet-hell games from the arcades had but with a twist, we wanted it to be more modern looking to REALLY set it apart from other bullet hell games. We wanted a higher resolution for our game. 

A lot of the time was put into making the player model this week. We wanted to make sure the players design would be bright yet comfortable to look at. We decided for the base to be a whitegrey colour as it would allow the model to stand out the most and be the most distracting model on the screen, as the player will be moving this ship to dodge and attack and therefore will need to have an easy understanding of the ships location and placement without it being half hidden in the map.  

We all had easily and collectively decided on the ships model as we all had a good understanding on what kind character the player should be using as well as what would be a fun and interesting model. The colour was originally just blue markings, but with what our aim was in this 2D pixel art bullet hell game was that it would be colourful. So, after more thought our best option was to add a 

completely contrasting colour to some parts of the ships, in other words, red. This really made the model pop! We felt like it was just the feeling we wanted our players to experience 

   

Our progress so far is running smoothly, some plans changed and substituted but our group has made sure this week was productive in other ways then.  

Look forward to next week when our enemies should be finally drawn and hopefully coded along with the bullets and health! 

Stay tuned! 

-Group 6 

Leave a comment

Log in with itch.io to leave a comment.