


MMP 270: Introduction to Video Game Design
BMCC Fall 2021
Here are the character designs for the animation.
Walk, Idle, Jump, Hits, Dies, Attack, Talk
And here is the animation’s scene of Godot
Decided to work on a Cave/Dungeon tileset with a dark stone feeling. The right side of the first and the picture directly above are the “first” iteration of a complete product. It has the semi-floating rock hanging things within the same tile as the ground, which led to the issue of narrow walkways. While I quite liked that effect, realizing that it left the characters with something like a 20 pixel walkway instead of a 32 px walkway felt wrong, so I ended up creating this second one (below) with the tiles using all 32×32 pixels.
The solution was this small tile (underneath), to be placed “underneath” the front tiles to give an illusion of hanging. I say WIP because I plan to create more tiles to go with this set, such as a wall, water/streams, and potentially a full set of “RPG elements” like barrels and chests, or piles of bones and stuff. Rocks are below, somewhat easy to miss.
Today I made multiple versions of different scenery, and imported them into Godot.
To expand, I’d make a darker layer of dense trees on a parallax layer. I felt it made sense that the trees I already made keep speed with the player since they’re closer.
This is my first time using Godot and I believe I hit every wall possible when dealing with this program. However, I am better prepared for when things need fixing. This scene is my little sus guy frolicking around the woods. Nothing crazy.
Here are some examples of character design that I admire and use as inspiration for player and enemy designs.
The pixel art in Owlboy is amazing in general, but I like how expressive the characters are and how distinct the characters are. The unique details of each of the main characters also reflects their function, in addition to making them easy to identify. I’d like to make a character that can reflect that much personality, even when adapted for pixel art.
In general, I love the character designs in Studio Trigger shows/movies. Their characters are bold and dynamic, with unique easy-to-identify silhouettes. In a majority of their animations, they prioritize motion, and I feel like that goes a long way to informing the character designs. These are traits I’d like to emulate.
Kill Six Billion Demons is a fantasy web comic I really enjoy that excels at lore and worldbuilding. The designs for the human and non-human characters are unique and detailed. Not detailed in a “realistic” since, but rather they have a intricacies and details that reflect their origins, story, lore, etc.. I’d like to set a game in a world that rich, with character designs that build out that world.
So anyway, my character is a fast food worker who got hit by a dump truck on the way home from work, sent to hell for some reason, and teams up with a bored Devil to break into heaven.
Also, she has a gun.
Like a reverse 2D Doom, perhaps.
Hopefully those inspirations I mentioned will eventually manifest as I work on the game… ?
My inspiration came a two games, Persona 5 and Astral Chain protagonists. I wanted my character to have with similar designs and personalities from my two favorite game.
This is the player, his name is Luca he is born in a dystopian society in the future and is task to go on a mission to stop an evil scientist from developing robots to eradicate the remaining humans. Lucky for Luca, he has an ally that’s a legion, who will guide him in his quest.
Here’s my main character, Agent Buster, animated and working in game.
I looked at a lot of diagrams to get his motion right, since bunnies move quite different to humans.
Below are the sprite sheets used to make him.