But regardless, I'll share with you the game's background.
At first, I planned to use Photoshop to draw out the backgrounds. However, my instincts told me to do it on Flash instead. Maybe it was the time constraint that hurried me into doing a short cut. Alternatively, I subconsciously had a hind sight to make the whole visuals as evenly consistent as possible, even though I drew each and every one of the floor tiles just to make the floor naturally imperfect. I cheated on the walls and used the line tool, though. Wonder if that would affects the game screen's consistency.
Given the doors are to be hand-drawn too, the walls might be redrawn in the process. Speaking of doors, I should be working on the level design next.
Even with different doors taking up the majority of the screen, I'm worried about the game's variety, whether the player would get tired from seeing the same room over and over. Drawing different rooms will be time-consuming, and it might have been redundant given the whole room will be shown in a short while before moving onto the next level. What I am thinking of is to downplay the variety by changing the room's colour. This only happens after a few levels and it shows how close you are to your goal.
As another measure in increasing the game's variety, I could use the music that intensifies as the level increases. Not a completely new music that plays and replaces the previous one, but rather, a new instrument added to the current music.
I may be updating Symmetric Door's progress in December. If I can get the alpha ready, I'll either add it in this post or blog it separately, depending on how soon it's made from this post.
Given the doors are to be hand-drawn too, the walls might be redrawn in the process. Speaking of doors, I should be working on the level design next.
Even with different doors taking up the majority of the screen, I'm worried about the game's variety, whether the player would get tired from seeing the same room over and over. Drawing different rooms will be time-consuming, and it might have been redundant given the whole room will be shown in a short while before moving onto the next level. What I am thinking of is to downplay the variety by changing the room's colour. This only happens after a few levels and it shows how close you are to your goal.
The colours that could be used for the levels.
As another measure in increasing the game's variety, I could use the music that intensifies as the level increases. Not a completely new music that plays and replaces the previous one, but rather, a new instrument added to the current music.
I may be updating Symmetric Door's progress in December. If I can get the alpha ready, I'll either add it in this post or blog it separately, depending on how soon it's made from this post.
No comments:
Post a Comment