Asbjørn:
"In this case I have worked with some of the design work for the game. I started out trying to find color combinations for creating tile based platforms. We have been thinking of creating a variety of scenarios with different settings and vegetation. I started out making the platforms after I found some matching colors. The platforms are 30 x 30 pixels in size and they can all be aligned alongside each other. This makes it very easy for us to create many different levels and designs with the same objects, combined in different order. I made some color sets of platforms that we can use in different settings. With the tile sheet I have made by now we can easily create standalone platforms in any length we would want, and it is also easy to raise the ground level, and create walls using the tiles. These platforms are very “mountain/rocky-like” which is suitable for caves, ruins and such. For the outdoor scenes I have created some platforms in a “tree-looking” way. These platforms have also mirrored edges and can be tiled continuously. I am not sure if we will use these in the game in the way they look right now, but they are good enough to try out various design and configurations."
"I have also started working on the GUI design for the game. The GUI is a frame in the lower part of the screen, made out of bamboo sticks, using the same drawing style as for the platforms. The GUI will consist of a portrait frame, inventory slots, notes and so on. More details on that will be added later."
Yngvar:
"At first, when we had only loose ideas for the story of the game, I designed a character inspired in large part by Indiana Jones, as seen in the picture. The group seemed to like the design, and we were able to develop ideas for the story further based on the design.
In addition to designing the main character, I also created an idle pose and a run cycle for him. The first run cycle I made was drawn in a way that would create a lot of work when creating additional animations, so I redrew the run cycle and idle pose in a simpler style."
"The loss of detail in the character hasn’t been a bad thing. The character will only be 90 pixels tall on screen, so removing any unnecessary clutter in the design will make him look better in addition to making him easier to animate.
I also did a few monster concept sketches and a suggestion for the title screen art and instruction screen art."
Hong:
"In this case I`ve been worked with drawing various backgrounds and level design. I`ve worked with backgrounds inside a cave, since a lot of the story in the game is inside the cave. I`ve been sketching different levels inside the cave and mine. We have not quitedecided how all the levels should look like and the path should be. Therefore, I have justpainted examples that can be used in the design. I also draw a lot of NPC (enemies/monsters) to the game that we can use later. These enemies/monsters are basically a mix of two or three animals. Although this was not entirely to this case, however I think it is okay to have it half way done."
Here are some of the disign of NPC`s.
"In this case I`ve been worked with drawing various backgrounds and level design. I`ve worked with backgrounds inside a cave, since a lot of the story in the game is inside the cave. I`ve been sketching different levels inside the cave and mine. We have not quitedecided how all the levels should look like and the path should be. Therefore, I have justpainted examples that can be used in the design. I also draw a lot of NPC (enemies/monsters) to the game that we can use later. These enemies/monsters are basically a mix of two or three animals. Although this was not entirely to this case, however I think it is okay to have it half way done."
Here are some of the disign of NPC`s.
Sondre:
"In this first case, my priorities have been to make up puzzles that we can use in our game and to make soundtracks. Since we don't excactly know what the game is going to be like yet, i have just randomly made song that i figured just has to fit somewhere. I think, in the future, I will be focusing on further developing songs and puzzles, and also to make som enviroment and levels that fit the puzzles we have been working on. The story, the gameplay and the enviroments are starting to take form, and I am truly optimistic for how this project eventually will end up."
Gisle:
"In this first case, my priorities have been to make up puzzles that we can use in our game and to make soundtracks. Since we don't excactly know what the game is going to be like yet, i have just randomly made song that i figured just has to fit somewhere. I think, in the future, I will be focusing on further developing songs and puzzles, and also to make som enviroment and levels that fit the puzzles we have been working on. The story, the gameplay and the enviroments are starting to take form, and I am truly optimistic for how this project eventually will end up."
Gisle:
"In this case I have been mainly focusing on scripting, I started planning my infrastructure from the very beginning. Since we were making a tilebased game I had to find an effective way to set up the maps. I had read a little about XML previously, and decided to try and implement this. After much frustration I managed to build a map editor that saved to XML, and then import it to the mainscript. Apart from that I have also made an early version of the game engine, in which you can walk, jump, and fall at the speed of gravity.
During the next case I have to develop a system for managing levels and puzzles, and hopefully I can also create a working system for moving the "screen" in order to create larger levels."