After working non-stop on the level model monday and half of yesterday i wanted to break off and concentrate on the some other elements i've been neglecting - some more important than others...i'd say a formal, final concept of Tristan ranks up there :P.
Either way the image here is what i'm visualizing for Isolde's world-view...i.e when you switch to her to use her power then you'll see the game world in a whole new light.
Here i kinda wanted to hint that, well, hints will come in the form of this wavy fog/energy - though it won't necessarily show the most direct route for an object, its just there to say 'hey, this item goes here if you wanna continue'. This is basically a few color filters on top of the normal concept so it should'nt be a problem to achieve this look with a shader (though i'm unsure whether it can be done on IOS, so this'll require a separate texture library....sort of like giana sisters.)
I decided to also highlight points of interest to the player, some had difficulty figuring out the pressure platforms in the demo was in fact, pressure plates (also a nicer design than a black square will be coming i guess :)).
Another update, and another post with pictures and not enough text :P, sorry about that chum!
There be two more images after the jump yarrharr!
This is a sheet pretty just for me, since its for keeping track of some of the other progress i'm making with logo and UI.
I had some difficulty trying to decide which direction i should go with the ui icons, i knew i needed them because it fits the style and instantly gives you feedback on how close you are to death - unlike a number which generates this feeling of 'don't care about math on ma' game' :P (ok not so, but it would be odd to have seen a heart icon for health in crysis).
The crystal icons is something i did early on for the project, and i'm still not satisfied with what i've got so far, some of the symmetrical shapes are really nice. I wish i could find a shape that works on its own and yet can be upgraded with 4 of the same shapes (the idea is that the main objective until you reach the main boss of the game, is to find all the pieces of Isolde and put her back into life....Thats why i've kinda pushed her design onto the backburner because you only get to see her in the tutorial level really and about 2/3rds of the way into the game).
Also the game will feature a metroid like map, AND teleporting, perfect for the player who doesnt want to waste any time trawling back and forth between checkpoints...besides this should underline that the game can be a treated as a casual game in that you don't need to spend time travelling if you've already discovered an area and found out you needed to activate something far back.
Last image is a couple of sketches i'm doing for Tristan, trying to come up with a modelling sheet - not entirely sure what to do with that suit he has on, sure he's no astronaut but then again it would be weird if he had something else on. Oh and also i'm playing with his eyes, though i think i'll stay with the half-cute-half-cartoony look for now...the others are creeping me out!
And i added some sketches where he's running...yea he runs alot in this game i guess, it should look interesting!
Cheers and thanks for dropping by :)



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