Last weekend Guillermo and Pablo traveled 573Km from Valencia to Donostia for making an Izzy’s Revenge development marathon. We drawed a lot of artwork, fixed some bugs and we recorded a video for the Lanzadera competition. We show you here some of the results of theses three days of intensive work.
Creating the house with perspective (Dr. Ferrando & Guillermo)
This last month has been quite tough in the development of Izzy’s Revenge. We have started to create the house inside the game engine, and we had some major problems for defining the environment perspective. The previous method consisting in choosing 512x512px images as background and just add elements over them make the levels too rigid: there were no freedom for choosing room size or shape.
We decided to choose a modular system: from a small set of blocks we can create any room shape., using perspectives of course.
The first attemps were disastrous: everything was way too complicated to do, and perspectives looked broken most of the time:
Horrible, isn’t it?
After rethinking everything, we simplified the idea as much as possible: we chose 45º angles (1:1 ratio) and avoided too small tiles. At the end we managed to create a complex room architecture in a manner simple enough:
This is a first attemt using ingame artwork in order to check the results:
There is still a lot of work to do, but at least now we know how to do it. We are sure that the final result can be really good is we put effort on it. Finally, there are two games that helped a lot for improving our desing:
It has been hard to choose a design for the levels, and although our game engine is not specifically designed for working with perspectives, we decided to try it.
I has not been easy to find a method for easily place the level tiles inside the builder (well, they are no exactly tiles as I can superimpose smaller tiles over bigger ones). First, I obtained a result like this:
Here, the background is made by big tiles of size 1024x1024, so if you want to change a part of the house, you have to remove a quite big area. We have to avoid this technique as it is probable that we need to modify the design many times. We need a modular way of creating the house. In addition, there is another problem: if you pay attention, you will see that the line dividing the floor and the wall has an error, there is some alignment error between tiles. We call this a “leak”.
Lets introduce a bit the environment and backgrounds of Izzy’s Revenge. Since the very beginning of the project, our main idea was to create a steampunk world. As everyone familiar with this genre knows, steampunk has a lot of steam, a lot of gears, and some cups of tea ;)
It’s a fictitious Victorian world in the middle of the Industrial Age, where the most bizarre inventions coexist with the most traditional elements of that era.
Today I want to talk a little about Izzy’s animations. Several people asked me about how animations are made, so I prepared this article in order to show you how the creative process works for each movement of our character.
These last three weeks I have been working hard implementing two new features:
Dialogs. We have added an ingame dialog system. With this feature we can add short dialogues with images in any part of a level, allowing us to give more strength to the game story.
Action triggers. Triggers allows us to add a lot of complexity to a level. A Multi-trigger system has been added, which make possible to combine many different triggers in just one event. The implemented triggers are: Object animations, platform movement, lighting effects, particle effects and enemies spawning.
As you can see in the video, the results are very promising!
Before answering, please let me tell you some ideas about how we want to do the level desing:
Our purpose is to create and design big levels with lots of paths in order to promote its exploration. We don’t want to reach a laberynthic level style, but we also want to avoid excessive linearity, that somehow dumbs down the game. The exploration of the level will be reinforced by adding a set of hidden power-ups along the map that will greatly customize the appearance and capabilities of Izzy’s weapons.