Tilesets for platform

This is inspired by the colors of cyberpunk, this might look weird but I tried to use neon colors mixed with some dark colors to make it look unique.

Rewards/Items Art

I had a bunch of ideas to what rewards the player would receive in my RPG game, but first I drew out the basics.

A typical chest to start off. Some equipment, items.. the kind of stuff a player would need in an RPG. Hell, if they look deeper, these chests can have some better items.. maybe.

A star.. that I want to rework eventually. To give some context, my characters learn magic/ harness energy through their souls. This star is like an magic/energy boost, which grants the player a new ability to learn that will help them in their quest.

Throughout my game, there could be some health that can help them recover after they survived some combat scenarios. These could be lying around after you defeated an enemy.

Of course when you grab it, it should indicate that its been grabbed or used. So I went with a simple animation for the heart to disappear and recover the character’s HP. Maybe I’ll create something more stylish in the future, but this is pretty fine.

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Categorized as Rewards

Rewards – Leighton

For rewards in the game, I have “soul shards” as collectibles and little soul-fire orbs as health restoratives. They are placed around the level to collect and are also contained in destructible torches with corresponding colored flames.

I put all the sprites (idle and collected) on one sheet for convenience:

Here they are working in-game:

Level Design & Scenery – James

HERE IS MY LEVEL DESIGN. The player starts from the bottom left and has to reach the top to touch the goal. There are robots and spikes that will cause the player damage, so be careful. There are hearts and coins for the USER to collect.

Checkpoint System

This is something that would fit the aesthetic of my game. A radio checkpoint.

I thought an outdated looking radio would be funny to use as a save point. Maybe I’ll add more flashiness to make it a proper checkpoint.

Scenary

Setting a scene is important for me. Something to fully express the story to the player. But also give plenty of depth in the setting that the player is taking part in. I have a few scenes set for my RPG game to place.

This is for a cutscene in the game. It plays in a crucial moment for one of my characters in a near-death scenario (which sorta leads up to the multiple endings I’ve planned). I even made a mini comic for it right here!

Something to make sure I know what scene plays for this.

I also have this setting for the game.

I know this is set for background, but how it works here in scenery is that it’s both used for a cutscene and then zoomed in for the combat gameplay itself. This is used for the final battle that determines the multiple endings and such.

Then I have my next scenery.

This is one of those scenarios where I want to rework. Thinking about it, looks pretty bland to me. I’m planning to add more stuff and what you can come across in an alleyway. This is where two of my main characters arrive to conversate. For sure, I’ll add more detail to this. Or possibly make it through piskel.

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Categorized as Scenery

Backgrounds

The overall background I want to establish for the game would look something along the lines of this.

I still need to play around with the colors and such to see how it would work with my assets, but this is what the background would look during the combat phase. Well.. the final combat phase. What I plan to do during the semester, one big combat scenario with multiple outcomes. Of course I need to develop the story for a great buildup that’s worth the endings the player achieves.

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Categorized as Backgrounds