Saturday, August 29, 2009

Page Designs

Main Character page

(incomplete)

For the main character page, i've decided to include more drawings, such as the Front, Side and Back views of the character's face and the main weapon he/she uses within the game. i noticed that my previous drawings were too static, so in my new design, ive included some more action images such as the top left and the right bottom u see in the above image. But yea...a lot to paint =.="

So in the character's page, there will be a paragraph describing the character, the weapon he/she uses within the game, pictures of the character in static and action mode, and also the in-game look of the character (pixellated). Also to this are the chracter's cartoonish look (right top).


Sub character page designs



Ive decided to keep the sub-character pages simple with a Digitally painted drawing and a paragraph that describes who the person is in the game. The big difference between the main character page and the sub character page is that sub characters wont have their pixellated looks and their main weapons displayed.


Content Page artwork.

(incomplete)

This is the digital paintin that i've been workin my ass off lately, still needs a lot of touchup, esp for the outlines and the 'wind' in the sky. If anyone know how to paint in wind, it'll be awesome if you can tip me a bit ;) Some of my friends think leaving out the outlines looks good, but i duno, this seems kinda soft....

Basically, this is an image of the four realms in the game, but as you can see, only two realms exist now cause i havent painted in the rest yet! :P lol~

Menu System

Since my inspiration is from Final Fantasy, i've remade a similar version of its menu system.

(incomplete)

Like the examples shown below, pixellated characters will appear under their names, and up to four chracters will be available for the user to choose from for battle; User may choose to reformat the formation of battles with the Formation Option (ex, for better speed, a SPEED FORMATION is available, or for defensive battles, a DEFENCE FORMATION is available). The Menu page consist of general character overviews and a list of options for the user to choose from - Item, Magic, Equip, Stats, Config, Save. For detailed information about specific characters, the user may choose the Stats option. If the user choose to equip its character, he/she may do so by choosing the Equip option. Saving option is available during non-battle sequences. Item option is available at any time within the game, user may choose to heal its characters with potions or with healing abilities from the Abilities option. Magic option is available for user to upgrade its character's magical abilities; like Final Fantasy, magical abilities goes by levels (ex, Fire > Fira > Firaga), depending on the character's level, he/she may be able to learn certain types of magics. Finally, the Config option is available for user to adjust game settings, such as brightness, music, and help. In addition to these options, the Menu screen provides the calculation of time the player has spent for this game and the amount of money (Gill) the player has earned*.


*Gill is the name to substitute money in the game. Gill is earned either through battling or through chest box that is scattered on the maps in the game. Gill can also be earned through selling items in shops.

Art Reference

Pixellated item picture for future reference in generating weapon, armour, items etc in the game.



Battling system

With the completion of the ARG project, im back to workin on my independent project from last semester. Since last semester's failure, ive been workin on improving my concept art project. So here are some of the screen shots as to what ive done lately.

(incomplete)

As you can see from the picture above, i've been workin on creating pixel art.
So ive decided to mix two medias together for the concept art book. Traditional digital painting for the looks & feel of the environment and characters in the book and pixel art for the in game's look & feel. Now that the looks & feel of the game has been drastically changed, the game will no longer be set for Xbox 360, rather, it'll be set for the old-school gaming consoles, such as Gameboy, NES, Playstation, or NDS.

The scene im creating above is one of the battle scenes within the game. The battling system which i had not mentioned in the previous work submission incorporates the Active Time Battle (ATB) system*; characters will have certain strengths and weakness depending on their types (ex, magicians will be prone to having better magical power than the New Generations, and the New Generations will be prone to have better speed than the Humans). Characters will fight in a Conditional Turn Based System (CTB)*, depending on their agility and the user will have to navigate through windows to command its character to 'Attack', 'Magic', 'Item', or 'Escape'*. In each battle, there can be up to 3 players for the user to control, these players can be switched in the Menu page, but up to 6 enemies can appear in one battle. When a battle finishes, if the player's side wins, the characters of the game will be rewarded with experience points, thus contributes to the leveling up of the characters, giving it a better strength, speed, and attacking skills. If unfortunately, the user loses in the game, a gameover scene comes up and the user will have to either restart the game or continue playing from last saved.

*CTB is a turn-based system which does not operate in rounds. That is, the order of the turns does not guarantee that each participant in a battle will have an equal number of turns. Characters with higher speed will be able to take more turns than slower characters, thus making speed much more important than in other turn-based battle systems.

*in certain situations, such as facing the boss, characters are not allowed to choose the Escape mode. Rather, in replacement, a Wait mode is available.


*"Active Time Battle (ATB) shares many attributes with the former system, but adds the dimension of timing-based strategy for commands. In it, an ATB gauge tracks when characters are going to act. When the gauge is full, they are able to perform an action. In later games and/or remakes, some actions then have an additional wait time, such as casting spells or using special abilities. After the action is executed, the ATB gauge is depleted and must recharge. The rate which the gauge recharges will typically correlate to the Speed stat of the character. " source


Art References:

The above picture was created through some of the old Final Fantasy series.