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This page is a work in progress. Please direct any questions to the #art channel. |
Gameplay Mode
Towers
All towers will be statues of Norse Gods. Their base forms should look primitive, with room to become "more fancy" with upgrades.
- Flat, cell shading
- Heavy black outlines
- Light source from above
- Heavily top-down, as towers will be rotating to aim
- If there are eyes, there should be completely white
- Separate moveable parts
Enemies
All enemies will be ghosts and ships. They should be incredibly simple in shape, only viewed from one angle (front-on), and require no animation. It's all about readability (i.e. how quickly can the player distinguish between two different enemy types?).
- Flat, cell shading
- Heavy black outlines
- Light source from straight ahead
- Single enemies should be completely straight ahead angle, requiring no animation; large enemies (the ships) should be completely top down, requiring only rotation
Process
- Draft sprites for towers and enemies should be colored and created with any drawing program (Paint Tool SAI, Krita, Procreate, Photoshop, etc...)
- Final sprites for towers and enemies should be created with Adobe Illustrator so that we can maintain consistency
- We'll be using Alpha to rapidly prototype designs, and we likely will not be creating final sprites until the Beta sprints
Environments
Environments will take inspiration from various Norse settings.
- Detailed, painterly style
- Generally top-down or close to top-down (see tower example above)
- Different elements should be on separate layers
- Path on a separate layer
- Obstacles (anything that isn't the ground) on a separate layer(s)
- The plain background (with just the ground/water) on a separate layer(s)
Story Mode
Characters
- Hades-style semi-realism
- Heavy black shading
- Vivid coloring
Backgrounds
- Unless scope allows, will just reuse level art
- Likely will just overlay dialogue portraits and dialogue boxes on top of maps after they're finished