We are currently hard at work with the leveldesign (iteration, iteration…) and working out how the themes of the game tie into the narrative and aesthetics. Taking a break from that, today I thought I’d go over one of our effects.
In the Backworlds demo, we spawn the player character into the level by gradually drawing the icon into place. We liked the effect for this and decided to try and implement it in several places, today I will give a brief overview of our quick-and-dirty solution to doing this.
The picture is a screenshot from one of the levels we prepared for the Sense of Wonder Night – presentation. We experiment with new art themes on small levels from time to time – these are built on a few small ideas rather than the themes present in the full game. As such, it is unlikely that any levels will look just like this in the final product but we may use parts that we like.
As we covered briefly in our last post, a lot of the art in Backworlds is built up from masks with outline and filler channels. Pattern textures with varying colors making these masks a little more lively.
Today, we have a few pictures of how some of these patterns were created, a somewhat more analog way of creating game art than either of us had tried before.
Hello! Anders here with some history of how the player avatar of Backworlds came to be what it is today. Without further ado, this was the protagonist of the prototype and Assemblee– entry Backworld;
The art of Bastian, Kenneth and Pernille was one of the first inspirations for Backworld. In some instances the available art inspired the gameplay directly – we started allowing the player to carry objects because we had the art for it. Adversely, the player could crouch even though there was no gameplay reason to do so.
We had to give up the Assemblee art going forward, but in code the player object is still referred to as the “bunny”.