The methods I used where successful, like everything you have to take your time to learn how to use and go through trial and error, to make sure everything is positioned correctly and nothing has messed up, It can get irritating and sometimes I wanted to give up but instead I just took breaks did other stuff, and then reviewed what could of gone wrong and how to fix it or make it better. There where somethings that I tried to make and just could not make so I drooped them but hope to go back to them one day to see what I could do.
One of the things to be dropped It was meant to be a sword but it looks more like one of the things that would stab olives in your drinks. |
Techniques I learned and used in the 2D projects where how to animate my character and put it into a GIF format, I also learned the basics like how to make them move about, and jump. I also was able to make it so When the character collided with certain objects an event would happen, for example when it collided with an enemy it destroyed the character object, and when you collided into the points of the game it destroyed the point object and carried over tot he score box.
The general influences and inspirations for all my projects, where mostly games that I had played, or art books and comics with different art styles. For my first game the 2D project I was inspired by two games that where quite similar but had different game mechanics, I took inspiration from the games Shovel Knight, and Rouge Legacy. Both of them are fantasy games where you play as knights, and are both 8-bit graphics, which is what I did for my plat form game.
The game that influenced my spatial story telling game was fire watch because I was really impressed with how the story was told using the environment, there was so much detail, and it was visually impressive as well.
What influenced me for my final project of the year the graphic narrative was mythology and a few comics, The game me and my friends work on together talks about stories of the Gods we chose both Greek and Japanese, I also was inspired by comics like Ava's daemon, Wayward and Monstress for there story and Art style,If we had time to make a comic strip for the stories and could draw well the art would of definitely been used for references for the art style.
To compare my work to a professional, I have used the same software, the same techniques and experienced emotion they would feel like success when something goes write and, annoyance when it goes wrong or breaks so you have to start all over again the only difference between, me and a professional is age, time, and experience, which can all be obtained by practicing, improving, and trial and error. But going through the year I have seen that I have improved and gotten better and I'm happy about that.
I would like to explore more into both of the 2D and 3D parts of the game, I would love to learn how to put more detail into creations that I have made in 3D'S Max and future projects, and I'd like to know how to make more detailed and better functioning 2D games that don't glitch and can have more assets in like hit boxes for monsters.
https://www.youtube.com/watch?v=h6LnzwCtfwA 2D game unedited footage(project 1)
https://www.youtube.com/watch?v=UQ-QPdGa5LM spatial storytelling footage (project 2)
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