1st Febuary, Our group got together to start writing up the script for the demo.
Initially we imagined that a large portion of our script would be completed, on the day. While following the flowchart of events made in the design document, we had only managed to get through the beginning sequence involving Coste- our female lead.
3rd Febuary, We managed to round off Coste's sequence of the game and had to remove the introduction to the bluff mechanic as we all felt that it didn't flow well with our writing.
The tutorial was supposed to be used while she is talking to a bunch of kids, but we found that bluffing her way while talking to children just wouldn't work. Instead we replaced it with Coste playing a game with the children instead. As we had already explained how the mechanics of bluffing worked in our design document we can consider leaving it out for demo; we decided that if it didn't flow well with the plot then there was no reason to force it in .
Sunday, 3 February 2013
Friday, 1 February 2013
Aerons turnaround
Aeron, the prince's turnaround; only the under layer so far. I'll have posted the finish turnaround featuring his cloak, with hood up and hood down.
Mostly stuck with flat colours and avoided adding the detail of his patterned fabrics.
Finalized outfit ideas
developed from an earlier design
these three were focused on the most favoured of detailed silhouettes
Detail with colour
Practicing with drawing faces just with colour, I prefer the lower image despite spending less time on it.
top one LOOKS LIKE A GIRL
Planning the demo village
explain process of planning and scan in inital sketch of map
developed further by making a mock up of the map on RPG maker
1. The entrance of the town, fairly basic, we wanted there to be a gate and outer walls, aside from that there needn't be anything too overly fantastic about it. This is where the two detectives will be introduced.
2. Above from the first area is the housing estate, we estimated at about 4-5 houses that the player can actually enter. From the top left, going between the houses leads to the beach; top right leads to to the towns centre.
3. Using the existing graphics and map properties it was difficult to get exactly what we wanted as a mock up in this. I needed the port setting for the docks but the beach and shallow water that was needed I could only find in the beach map.
4. The centre of town, main features we needed was the Inn (Top left), a pub (right) and a shop/market (bottom left). Nothing difficult arose when making it. Going past the inn on the left will send the player to the school and playground. Top left leads to the church.
5. The school, plus the playground, when making the building I thought it would work if it didn't entirely fit on the map due to the playground taking up a large portion of the area- since it's quite an important area.
6. Church entrance, the curch map does't have a fence or a wooden wall graphic, so the stone wall and small house on the right had to me made with stone, but its just to get the gist of what layout could be used.
developed further by making a mock up of the map on RPG maker
1. The entrance of the town, fairly basic, we wanted there to be a gate and outer walls, aside from that there needn't be anything too overly fantastic about it. This is where the two detectives will be introduced.
2. Above from the first area is the housing estate, we estimated at about 4-5 houses that the player can actually enter. From the top left, going between the houses leads to the beach; top right leads to to the towns centre.
3. Using the existing graphics and map properties it was difficult to get exactly what we wanted as a mock up in this. I needed the port setting for the docks but the beach and shallow water that was needed I could only find in the beach map.
4. The centre of town, main features we needed was the Inn (Top left), a pub (right) and a shop/market (bottom left). Nothing difficult arose when making it. Going past the inn on the left will send the player to the school and playground. Top left leads to the church.
5. The school, plus the playground, when making the building I thought it would work if it didn't entirely fit on the map due to the playground taking up a large portion of the area- since it's quite an important area.
6. Church entrance, the curch map does't have a fence or a wooden wall graphic, so the stone wall and small house on the right had to me made with stone, but its just to get the gist of what layout could be used.
7. Graveyard and crypt. Nothing much to describe here, explains itself, the map leads on to the crypt at the top. This has not been made as our group has yet to plan out the dungeon.
further enhancement on the prince
Colour Scheme ideas for the prince, I aimed to keep with expensive colours, like golds, silvers and purples.
After seeing Nigel and showing these designs to him, he mentioned the the colder colours would work better since he is of the Capricorn race- which is essentially a water goat, so cool colours would suit the aquatic nature. Since he is a prince, wearing colours of his culture would sound pretty logical, the cloaks would work well to conceal a decent amount of his lavish clothing.
hair ideas
I wanted to aim for quite wispy hair, with washed out tones- similar to goats fur. The colours aren't strong and particularly around the chin, their fur has the wispiness that I intended for.
weapon designs
These are a few of the inital designs for the princes potential weapons, since he is a mage one of the most obvious of choices would be the staff; however before settling with that I wanted to explore some other potenial ideas.
Grimoire - Text books of magic, I really liked the idea of a book containing such magical secrets and has much more history behind than a staff, it makes it seem much rarer and difficult to obtain. Plus it isn't commonly used as opposed to staves.
Chains - Aside from books and staves it got a bit complicated to think of other ideas for weapons that would suit the prince. Chains have the association of binding or blocking something away, so I thought perhaps something along the lines of an enchanted chain could work.
Lantern- I liked the idea of a lantern as it seems like a usher of the dead, or some kind of leader to show the way. I always thought of lanterns as mystical an ominous.
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