I will have a limited time to create Icarus – my 2D game idea for a college project. Since my game progresses through 4 days, I aim to complete Day 1 with working menu screnes, buttons, animations, cut-scenes, dialogue, puzzles and sound within this limited time frame.
Here is a list of steps I will take during the production process, in order:
- Menus/titles screen – These have already been produced in GameMaker (with working buttons and animations). This work just needs to be transfered to Unity
- Create Pause menu, make edits to completed menus (e.g controls menu)
- Main Character – transfer main character walking/idle animations to Unity from GameMaker
- Rooms – create a final version of each room (hand drawn) then scan in to build the environment digitally, allowing a walkthrough of the house.
- Create story relevant interactive buttons for each room (items the player needs to interactive with to progress)
- NPCs – other character animations, dialogue and optional responses.
- Hallucinations – story relevant hallucinations (only story relevant hallucinations appear on Day 1)
- Cut scene
- Rooms – extra interactive items, not needed for the story. Simply to add detail.
- Opening scene.
I have completed a layered and finished version of one room (Icarus’ bedroom).
Key for layered version:
Black – Base (Non-interactive items)
Red – Large interactive objects
Blue – Small interactive objects
Green – small non-interactive objects
Finished version, with no overlay
Layered version of the room, indicating non-interactive and interactive items
Now that I have new layout sketches of every room, I can properly draw each room with more detail such as smaller objects, items that will be interactive ect. Since some objects are interactive, and objects with in these environments change over the course of the game (location, condition ect.) it will be easier to draw items separately from the ‘base’ of the room. (base being objects that do not change).
I want to draw atleast one room’s base in the usual style (black and white) and then add interctive objects and story items on other ‘layers’ (since it’s being drawn traditionally these layers will be different pieces of paper) in another colour. That way these objects can be distinct from the others and the layers clear. I will then draw a finished version of the room, in the usual style with not layering.
I decided to sketch out all the new designs for each of the rooms since there have been many changes. I have added rooms, moved rooms, moved objects, changed the perspective and repositioned doors. I have created rooms now with more character and I feel they suit the style i’m going for. These sketches will soon evolve into fully drawn, detailed rooms.
Oskar’s bedroom sketch
Upstairs and Downstairs hallways sketch
I’ve changed the layout of the house again, by adding in a new room. Instead of haveing the kitchen cluttered with the table and chairs (important to the story line) I have made a new room and added it to the house as the dining room.
Layout with dining room
Today I have planned out exactly what happens during the first day of ICARUS. This includes the story line, dialogue, what the player must do to progress and other important details. Only a few details need to be thought through and added to complete Day 1.
(Reminder to self)
- Location of book
- Location of key
- items to be found for Luukas
- Location of all items
- Hallucinations holding items
- Puzzles/riddles solved for items held by hallucinations
Here are the remake of the house layout as well as the sketchs of the remake of the controls menu and newly created pause menu
New House layout
New Controls menu sketch
Pause menu sketch