Week 4 (lost), Presentation and graphics.


For some reason my devlog from this week has gone missing, maybe I accidentally deleted it. Either way, this is a catch up log done a week later and should cover everything I talked about in the last one.

Week 4 focused on graphics, however most of the graphics in IceCream Jump have already been implemented so I put effort into particles, level design, and polish. Most artwork in Icecream jump is open source. The tile-map and player are from open game art, (see game description for up to date references and credits). However, in order to meet a consistent art style, other textures I made myself. The art style of this game is 16 color, bi-linear 32x32 pixels for the tile-map and anything non living, (Icecream, buckets, etc). Whereas anything living is sharp pixel art of multiple colors. This difference in graphics has a history in early generation consoles and computers, that could have a detailed background but limited graphics for the sprites that move around. In my option this difference also has a subconscious impact, as living things don't just merge into the scenery. They seem to be separate, as if alive and warm and should be treated differently to the cold surroundings.

Jump Particle effect

First implementation of Jump Particle effect

Running Particles

Jumping Particles
Double Jump Particles
Double Jump Particles

Level 4 design

Level 4 design

I  smoothed out annoying corners and jumps in level 3 and polished up level 4, ready to add orders.

Additions:

  • Jump Particle effect.
  • Run Particle effect.
  • Double Jump Particle effect.

Changes:

  • Modified the design of level 3 to remove annoying jumps and corners.
  • Modified layout and polished level 4 ready for orders to be added.

Fixes:

  • No fixes

Next week will focus on User Interface, Polish, fully implementing levels 4 and 5.

Files

16.zip Play in browser
Sep 30, 2020

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