Enemies and game Assets

Screen Shot 2017-12-14 at 12.35.39
These are some of the props/background assets that iv’e designed for the game, they will appear in the background and foreground


I looked at vikings as an idea for enemies in the game, I made a shield design to go with the original enemy layout.

Level Example 1
This is an example of what my game would look like with the background and props added, iv’e also added a text box with an image of the character for cutscenes/interactions.

Character Development

My first character Sketch
Digital version of my character made in illustrator
Simple Sprite designs
This is the first draft of a working game character I made in illustrator, there is a version with and without holding the sword.
Knight Colours
I played around with different colours and a new helmet design for the green character.
Perspectives (Now with shoes!)
This is my final version of the game character, I have done multiple perspectives. He also now has shoes. I will most likely use the side on view for my game but i might use the frontal view for cutscenes or dialogue etc.

2D Game Backgrounds

This is the full background for my demo level of the game, it consists of three stages, the idea is that the further into the forest the character goes, the deeper and darker it gets. Enemies will become harder and the environment will change etc.Forest background 3

This is a larger image of the finished background for my first stage, i have added details in the background and gradients for effect as well as keeping in simple and easy to replicate throughout the game. Forest background 2

2D Game sprite animations

Run-cycle_V2This is my character walk cycle, I have plans to add a Jump Cycle, a swinging animation, at attack cycle, and an idle animation. It is important to have these reference for later on in production and it is also a clear method of showing off my animation cycles.

I don’t really like how this one turned out, the effect looks cool bit it is a bit misplaced, I also would like to add leg movement before I put it in the game.
This is my first attack cycle animation, i have plans to add effects and leg movement.
This is my first attempt at an idle cycle, the character is simply bobbing up and down.
This is the animation i will use in the game, it has a more exaggerated look to it and it involves the arms swinging as well as the legs and torso movement.

Task 2: Story and Game Concept


For my side-scrolling game, I am going to have the player start in a village and eventually make his way into a cave where the game reaches its conclusion. The game is set in a fantasy version of 12th Century Europe, all of the clothing, props, and architecture will be of that era. The fantasy elements will include health potions, spells, and fantasy enemies. To begin with, the background will be mostly light green and bright colours in the village, as the game gets closer to the ending the colour palette becomes much darker and redder. There will be 3 main stages to the game, the player begins stage 1 in a village, the background and props are all designed around a 12th century village. Stage 1 ends in a woodland after progressing through grassy hills at the end of the village. Stage 2 begins where stage one ends (in the woodland), but as you go deeper into the woods the forest thickens up and becomes much darker. The final stage will begin at a cave entrance where stage 2 ends. Stage 3 will have the player progressing downwards as well as sideways. The player will delve into the cave, passing unique backgrounds including cave houses and underground dungeons.02f_1050


My main character is a retired knight who was previously in service to a high lord. He is no longer in service but he still likes to wear his armour and carry his sword for safety. He covers his face with a large helmet because of his many scars and wounds he has gained over the years, the common people have come to recognise his unique helm and feel safer in his presence. He was knighted for his loyalty to the realm and its people, fighting in many wars and defending the kingdom from foreign invaders.



Our main character is walking out of town when he is attacked by several armed bandits hoping to take his valuable weapons and armour. After the player defeats the bandits you move on through the countryside. You encounter several enemies such as raiders and wild dogs. The story takes a darker turn when you enter a forest, you discover that the enemies he is fighting are the remnants of people he has previously killed in battle, these come in forms such as ghosts and reanimated corpses. Determined to put his past behind him the knight ventures on into the fray. The story will end when you kill the final boss – a necromancer with ranged attacks and the ability to summon minions.


The game is a 2d side scroller, the main objective is to defeat all the enemies in your path and reach the final boss. You will be able to pick up coins along the way that increase your score and you can also pick up health potions that heal you. The enemies will be increasingly harder to kill as the game progresses and after each stage, you can upgrade your helmet and weapon if you have enough gold giving you bonuses such as more health and damage for the next stage.



Retro Games Research

I am going to list five Retro games that I have played and will write what I like about them, how they work, the visual look of the game etc. A couple of these games would not necessarily be considered ‘Retro’ but I included them in my list because they are comparable in style and visuals to a classic Retro game.

Space Invaders:

Space Invaders is one of the most classic Retro games, what I like about this game and many other retro games is the simplicity of it; a black background makes the frontal objects/characters pop out. In space invaders, the objective is to destroy the invading ships before they reach you (they get increasingly faster as time goes on). Once you have destroyed all of the ships you have won the game but it’s not as easy as it sounds.maxresdefault



An iconic character composed of a single yellow circle with a triangular mouth, similar to space invaders the reason for the success of ‘Pacman’ is the repetitive and addictive style of play. The graphics are very basic with under 10 game sprites and a simple blue outline for the walls. There is only one level and a scoreboard, the aim is to eat all of the little dots whilst running away from the Ghosts. You have three lives and if you get caught by a ghost three times then your score resets.

Super Mario Bros:

The Super Mario Bros is perhaps one of the most well-known franchises of all time, the characters are instantly distinguishable by pretty much everyone alive. The story is one of revenge and justice as a simple plumber sets out on an adventure to rescue a princess from an evil Turtle named Bowser. The game features nice colored in backgrounds with plants as decor, mystery boxes that when punched release either coins (in-game currency) or powerups that have different effects on Mario. There are also enemies that will kill you (or take a life of you) when they touch you, you can jump over them to avoid this or simply jump on top of them to kill them. The adventure features multiple levels with unique obstacles for Mario to overcome. The success of ‘Super Mario Bros’ was no doubt down to the unique platformer style gameplay that was not used before. The idea of a story for characters to follow in a game was fairly new as well (apart from text-based games). At the time most games would be about doing the same thing over and over and getting a higher score, ‘Super Mario Bros’ was something more than that and has since flourished into an international success.



Hotline Miami:

HotlineMiamiHotline Miami isn’t exactly a retro game but it is very much influenced by the retro style. Its an extremely unique ‘top down shooter’ game that features bright colours, a retro techno soundtrack, different characters (masks) that have unique abilities. It follows the story of ‘Jacket’ who receives phone calls instructing him to commit massacres against the local Russian Mafia. Before each level, you walk through your apartment and answer the phone, the cleverly worded calls hint at what you can expect in the level e.g. ‘Babysitting for loud kids’ is a hint that the enemies will have guns.

HotlineMiamiGif1Although it doesn’t look like much on the outside it has a surprising amount of depth and storytelling that will have you wanting to play the next level. The gameplay is extremely fast-paced and exciting, you are thrown into dangerous environments against enemies with very quick reactions, this encourages players to try and beat the levels using stealth if they find the traditional method too hard.

HotlineMiamiGif2Hotline Miami

The visuals and the music quickly grow on the player, immersing them in the style of the game, this is what makes Hotline Miami one of my favorite games.

Battle Brothers:battle brothers

Battle Brothers is not exactly considered a ‘Retro Game’ but it again has a retro aesthetic and style. The visuals of this game are not for everyone but with my interest in ‘Medieval Fantasy’, I quite enjoy them. The game is ‘turn based’ meaning you take turns to attack or use an ability while the enemy waits to make their move (and vice versa). The game starts with the fall of a mercenary company, you are now the leader of this company as more than half of your companions and your leader have been killed in battle. You are now in charge of operations and can take quests, hire recruits and purchase equipment and supplies. Accepting a quest will give you an objective E.g. ‘Kill bandits in their hideout’ or ‘help escort a merchant to the next town’. Successfully completing quests will reward you with money which you will have to spend to keep the company going.

On the left image above you can see an example of a battle/encounter, when you bump into enemies on the world map (Right above) you are forced into battle. The player can choose to flee, although this will leave your company with serious injuries or you can stay and take your chances. The combat is very unique in how each character has an individual turn and amount of energy, the energy of each character determines how many actions they can take per turn. The game is extremely in-depth with a number of different items and upgrades you can find, along with injuries sustained by characters etc it can make for quite a satisfying ‘Micromanagement’ experience.

Overall I think that the graphics are very well designed and immerse you into the game, the harsh realities of death and injury keep you making sure each move is planned perfectly.