We're a month into production and things are going fairly steadily! I painted the last scene of the first section today, which means I have hit a small milestone. There are many such milestones that will need to be hit along the way, but hitting one feels pretty good. The game currently has 7 rooms, 1 test room, 14 comments scolding myself to do things better next time and according to AGS, these are some other stats:
Some of these characters are dummy characters for doing other things, and yes, that's too many sprites already. I know. But it's my project this time, and I can use as many sprites as I wish.
Because I finally showed off some art in my last devlog, I figured that I would break some of the artistic decisions I made in one of these shots down, so you can get a better understanding of the ways I think about a scene when choosing layouts, colours, and shape language. If this seems like a very complex way to think about art, keep in mind that a lot of this happens naturally as I work on a composition, and I'm not carefully planning this all out before I start working on a scene. It's more a natural process where I have to place something, colour it, and give it form and those actions are guided by these thoughts. I've often done this sort of analysis to other adventure game scenes on this blog, so hopefully it's interesting to see me do it to one of my own:
(you will probably want to open these in a separate tab/window in order to read the writing, sorry!)
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Here's an explanation of some of the ways I thought about colour in this shot. |
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Here's a quick look at some of the composition ideas that went into this shot. |
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Here's how I used a few of the various thumbnail sketches I did for this scene to end up deciding on a final layout I liked. |
The project also got its first bit of coverage, which is lovely - particularly as there's not much for anybody to say about it yet!
Stay tuned for the next exciting devlog in which I discover a fourth colour!!
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