Weekend Update #3

Some More Character Designs subject to change and/or disposal

These characters are complete rip-offs of a few of the characters from 51 Japanese Characters, so are subject to name and feature changes in the future to avoid being a total copy-cat. While most of the inhabitants of the places in Hanami are effected by the so-called Hanami Crisis, I’ve picked out a few personality types who could have avoided the crisis in various ways. These characters will play very minor roles in the game, they will appear at most once per level, and simply hand over a blossom they have found, or something similar. Everyone’s doing their bit to help!
Left Character: avoided the crisis because he is a monk. Protected by spiritual powers etc.
Middle Character: avoided the crisis because he was stuck inside a Panda costume.
Right Character: avoided the crisis because he fell asleep under a table in a cafe. Details on the “crisis” are still a little vague, so I don’t know how this would have helped him, but it did. Kirainet, the predecessor to A Geek In Japan, has dedicated plenty of its Blog-space to photos of people sleeping everywhere and everywhere in Japan, it seems perfectly acceptable to just fall asleep where ever you’re standing.

I’ll be converting these characters to pixel form soon!

Character Animations
I’ve been plodding along with walking animations for the last week, but found I was taking leaps and bounds this weekend! I scanned through as many TIGsource Forum threads as I could a couple of evenings ago to find good examples of walking cycles that were a similar size and shape to my character sprites. Ultimately, I could only find things vaguely similar enough to help, but while this didn’t provide a pure reference, I was glad to see that I was on to something original. My current cycle too has a few frames which are similar to others I found, but I had to tween using my own initiative for most of the process. Here is my current Hana sprite:

I gave it a go applying this same animation to Za-chan, although it wasn’t always clear how to go because she wears a long dress and you can’t see most of her legs! I will probably tweak this if I have to use it in the game. At the moment, it’s more of a practice in applying one animation to varying sprites:

For the rest of my character animations, I will hopefully be roping in some volunteers to perform for me so that I have photo-references of people doing various actions. Finding examples of various walk-cycles wasn’t necessarily a difficult task, but unfortunately I’m going to need more than that…

Level Design
I’m currently still set on using the Kanji basis for my level design. Over the weekend I just had to grab a pen and piece of paper and get down all my thoughts on the level, what it should consist of and how it should look. It’s slightly more decipherable than previous attempts, although some of the designs cross-over quite confusingly! I tried to draw out the entire level in the bottom half of the page:

According to Peter McClory’s level design technique, the next step would be to draw this out to scale on squared paper. However, I decided to use Photoshop instead, so that the level was easier to edit! Once it’s done I’ll print and trace it as if it were drawn on squared paper. The design currently lacks detail and is not finished, but it’s given my a huge insight into the scaling of the level, which in places in completely different to how I imagined it. Here is a rough idea of the level so far:

My Plan for the rest of the week now is definitely to get this mocked up and playable in Game Maker, possibly before tracing in the details. I still haven’t settled for any particular character physics within the Grandma Engine, so I will have to make sure that the character feels natural to handle whilst working their way around this specific level. Once the layout is finalised, I’ll fill in some detail, but this is a secondary objective to getting a playable level right now.

Some thoughts on sound…
I started to play around with a piece of music creation software called PXTone. It’s a development from Daisuke Amaya, creator of Cave Story, and it sounds as though he uses this himself to make the music for his games. It’s default instruments are all very synthy, but you can combine classic chip-tune instruments with midi-sounding instruments to create something generally retro sounding, yet something original. There are a vast amount of starting instruments, which makes this program easier to get started with than other chiptune software I’ve previously used where you must create your own instruments :S So far I’ve just had a play around to see if it would be appropriate for this project, although I’m still not sure what my music source will be yet. Original music would be a huge bonus, so this is definitely on the list.


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