Dashkin Development

Saving the World

Prototype art tasks

Posted on May 7, 2017  in Art Updates

For a lone developer, there’s no need to spend time on graphics and animation for the game prototype. In Jonathan Blow’s 2007 IGF talk about his game Braid, he said that the prototype “didn’t need production values for people to play it and enjoy it.” In other words, Braid was playable and fun long before it had pretty graphics, indicating to him that he was on the right track and maybe even had a potential success on his hands.

 

For a solo developer it’s efficient to quickly prototype using placeholder assets. But we’re two people working full time; the tech guy and the art guy working concurrently, albeit on opposite sides of the world. So while Kirk is laying the code foundations, it makes sense for me to lay the animation foundations.

 

For this reason the Dashkin prototype doesn’t have your typical placeholder sprites. Even though they look like rough pencil sketches as you can see in this throw state, there’s lots of drawings and smooth movement. As an experienced frame-by-frame animator familiar with my own characters, I can nail this rough movement pretty quickly, and when it comes time to clean up all of this rough animation I’ll have a head start on it.

 

Current

With so much animation complete, my current tasks are all about backgrounds. Backgrounds aren’t entirely necessary for a playable prototype, but these are in preparation for the latest phase; the “beautiful corner”.

 

The term is new to me. According to Kirk it is the stage of a project where you begin to define the visuals of the game in their final state. The beautiful corner itself is a short section of a playable level, arranged like a diorama of elements in their finished style. In this game, I’ve started working on our beautiful corner with some fully rendered skies, mountains, forests, terrain, the player character, some creatures and even an animated waterfall. This past weekend I’ve begun arranging these final assets in the prototype level.

 

The process is very similar to how I’d be doing it in one of my Brackenwood movies. Sky at the back, mountains, then forests, all the way forward to the character and foreground foliage elements.

 

Upcoming

From the beginning I’ve been anticipating this stage of the project where art and code come together to form what looks and feels like an actual game. Up until now there’s been a pile of code over here and a stack of art assets over there, but last week we saw things become an actual playable experience. Even though there are still a ton of rough assets, and lots of tweaks and polish to come, we can now build levels and run through them, overcoming obstacles, platforming and dashing. AND, thanks to the way Kirk has set things up, we can do that as any character, so it’s totally within the realm of possibility that we can play as fatsack, a prowlie or even the Yuyu cloud. Fatsack Exploration Adventure anyone?

 

 

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