Week 5.1
Platformer Development and Postmortem
During the week, i have been playing around with visuals of the game. I managed to give it a CRT look to it and changed some of the assets to reflect the idea of the game. I also made all the sprites in piskel and kept them as pixel art.
This (below) is the player character sprite. Err01, for lore wise, is the unauthorized user aka the player in the subnet.
This (below) is the Enemy sprite. This is a automatic defense system that attacks the player. I made them blue to stand out more but also makes them look more corporate.
I also changed the platform tiled sprite (below) to match the aesthetic.
After creating these simple sprites i moved to the layers section in GDevelop.
I had a look at ConvictedWeirdo's GDevelop CRT effect and reverse engineered the one for more project.
Link: https://convictedweirdo.itch.io/gdevelop-crt-effect
With that i managed to get the following effect:
I think it turns out quite well. Though the pixel writing on the sprites do become a bit hard to read.
I didn't change much with the gameplay just yet. I still have a bit of trouble figuring out how GDevelop works and find it hard searching for different events. I did play with the player characters movement speed and jump height.
The sprites may be simple but i'm happy with how they look. The CRT effect really makes it stand out and creates that nice, ominous atmosphere combined with the deep reds.
While i managed to get the basic visuals down, the sprites don't seem to match each fake pixel in the CRT effect. I also found navigating GDevelop still difficult as I'm more used to Unity.
What would I change about the process?
I may have spent too much time on figuring out GDevelop's layers and effects. Next time I want to focus more on experimenting with the gameplay whilst also balancing with creating the visual style.
In future games, I want to try to focus on gameplay more and after getting base ideas and mechanics down, to then focus on the visual effects and style.