Level 2: Desert Design and Intractable Objects

Sphinx

 

The sphinx acts as a background object to add depth and detail to the level. The aim was to make the sphinx look as though it had just been built and to not show any signs of ageing or erosion as, after all, the level is set in modern-day ancient Egypt.

Pillar Foreground bricks 2 Broken Pillar

As well as the Sphinx, we created foreground objects such as these pillars seen above with hieroglyphics to add further detail to the setting.

Pushing Block small Pushing Block

 

To add something that differs from the Jurassic level, we decided to add interactable objects such as these large and small pushing blocks. The blocks themselves have there own unique hieroglyphics. An engraving of a scarab beetle can be seen on both of the blocks as it points the way to the scarab beetle boss of this level.

Level 1: Jurassic Boss

At the end of any platform game level, there is always a boss, we wanted to follow this tradition, yet keep it true to our narrative and the Jurassic era.  As mentioned in the game narrative post, our hero gets sent back in time to collect artefacts which transports himself forwards through time to the next level. The past is now controlled and manipulated by the main villain, so although some things may seem normal the bosses will be equipped with advanced weaponry as they are controlled by the main villain. To obtain this artefact the hero will need to defeat a boss which is a giant T-Rex with a mechanized helmet seen in the images below. The T-Rex will have its own sprite sheet as it moves around and stomps the ground.

Rex 10 Rex Sprite Sheet

General: Firing animation

As our game is a shooter, we felt it was important to add detail to the character’s weapon design. As seen in the previous posts, our hero character comes from the future and is equipped with advanced technology. The suit glows red when it gets powered, however instead of having a red gun, we felt it would be more visually pleasing to see the weapon charge up before it is fired. From the images below we can see the five stages of the weapon being charged and fired. Each bar on the gun lights up one by one until its fully charged and then releases the fireball.

Firing 1-3 Firing 4-6 Firing 7-9 Firing 10-12 Firing 20Fireball

 

The entire animation of 24 frames (1 second) has been applied to the heroes Idle, running and jumping animations, as seen below.

Jump Arm Firing Sprite SheetIdle shoot