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Player Character

NoshDosh edited this page Aug 31, 2021 · 9 revisions

Introduction

This is the document detailing the character assets added to the game by Team 4, covering the visual style of Runtime's player character and the basis for animation.

Design Considerations

The studio met to discuss the potential directions for the design of this character, the following guidelines and considerations were set to guide the general style of the character.

  • The aesthetic of the character must align, and be consistent with, the context of the full game.
  • The character should be created using vector-art-based software, and an 'svg' file should be stored for a backup.
  • The character should be based on, or heavily inspired by the original concept art made by Kyle in Team 2.
  • The character should have some resemblance to a theme of electricity/glow/ghostly concept art.

Concepts

Inspirations

Whether in the form of concept art by studio members, or pre-existing characters seen on a DVD production of Scooby Doo and the Cyber Chase, multiple inspirations were factored in to the character's design.

The Phantom Virus

The Phantom Virus

Concept Art by Kyle (Team 2)

Concept Art of Virus Head - Kyle

Concept Art by Nicole (Team 4)

Concept Art of Virus Body - Nicole

Mock-ups

Following the inspirations, an overall theme and style was decided on, and mock-ups were further designed and created using InkScape and Illustrator.

Below, are two examples of mock-ups created. These were then posed to the studio during one of our weekly meetings, in which the general direction was chosen. Both mock-ups applied the ground rules set at the beginning and were within the colour scheme/theme of Runtime. These were both well-received but the general decision was to go with the predominantly red-electric character shown last below.

Ghost-Tail Virus Inspiration

Implemented Assets in Game

Method of Implementation

To add the character to the game, a single high-quality png was developed and added into the source/core/assets/images directory. This was then implemented into the game by changing the existing instances of "leaf_boy.png" (the original player character) to the newly implemented, and well-named, "virus_man.png". This was done in the AssetRenderer and PlayerFactory classes.

Additional Elements

Along with the single png image of the developed player character, a framework has been made to allow for animations in the future of Runtime, possibly in another sprint. This included a total of 6 spritesheets, and one atlas file. Currently, the animations have not been implemented in their entirety, however almost all of the required assets are there to do so.

Table of Contents

Home


Game Design

Game Design Document

Void/Antivirus

Loading Screen

Game Sound

Menu Assets

Player Design

     Original Design

     Final Design


Gameplay

Movement

Jumping & Sliding

Jump Pads

Portals & Bridges

Buttons

Pick-Ups

Physics

    Momentum & Physics

    Gravity

    Collision


Level Design

Level 1

     Background

     Textures

     Map Design

Level 2

     Background

     Textures

     Map Design

Level 3

     Background

     Textures

     Map Design

Level 4

     Background

     Textures

     Map Design


Sprint Round-Up

Sprint 1 Summary

Sprint 2 Summary

Sprint 3 Summary

Sprint 4 Summary


User Testing

Testing Plans

Sprint 1

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 2

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 3

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 4

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

User Testing

Sprint 1

     Sprint 1 - Game Audio
     Sprint 1 - Character Design
     Sprint 1 - Menu Assets
     Sprint 1 - Map Design
     Sprint 1 - Void

Sprint 2

     Sprint 2 - Game Audio
     Sprint 2 - Character Design
     Sprint 2 - Menu Assets
     Sprint 2 - Interactable Design Animation
     Sprint 2 - Levels 1 & 4, and Level Editor
     Sprint 2 - Proposed Level 2 & 3 Designs
     Sprint 2 - Current Game State

Sprint 3

     Sprint 3 - Menu Assets
     Sprint 3 - Map Design
     Sprint 3 - Score Display
     Sprint 3 - Player Death and Spawn Animations
     Sprint 3 - Pick Ups and Pause Screen

Sprint 4

     Sprint 4 - Gameplay
     Sprint 4 - Game UI and Animation
     Sprint 4 - Level Background and Music
     Sprint 4 - Game User Testing
     Sprint 4 - Final Game State Testing


Game Engine

Entities and Components

     Status Components
     Event System
     Player Animations Implementation

Level Editor

Level Saving and Loading

Status Effect


Defunct

Development Resources

    Getting Started

Entities and Components

    Level Editor (Saving and Loading
         Multiple Levels)

    Service Locator

    Loading Resources

    Logging

    Unit Testing

    Debug Terminal

Input Handling

    UI

    Level Saving/Loading

    Status Effects

    Animations

    Audio

    AI

    Physics

Game Screens and Areas

    Terrain

    Concurrency & Threading

    Settings


Troubleshooting

MacOS Setup Guide

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