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Object Design Guide

schmidem edited this page Aug 30, 2022 · 2 revisions

This design guide was created to ensure design consistency amongst all entities developed amongst teams (main character, enemies, terrain, buildings). A document was created to collate all of the design discussions between teams so that they can be reviewed and adjusted if needed.

Recommended Design Program

  • Pixilart
    • When exporting a png, download x 4

Dimensions

Game Screen

  • 480 X 270 pixels
    • ~¼ of full screen view
    • Note: these are the visual design pixels (not the technical ones!)

Objects

For the purpose of detail in designs, this has been scaled up x1.5 and will be scaled back down for implementation

  • Main character: 75 x 75 pixels
    • Takes up 1 tile max
  • Enemies: 64 x 64 pixels (medium size)
    • Small & medium: takes up 1 tile max
    • Large TBD
  • Terrain:
    • Tree: 60 x 100 pixels max
    • Bushes, rocks and other terrain takes up 1 tile max
  • Buildings:
    • Takes up 1 tile max for small structures
    • Large TBD

Note: the object to game screen ratio is no longer accurate as it’s technically now cropped due to enlarging the grid and objects

For reference: the detail level on this crab is similar to the enemies medium size

Design

Art Style

  • 1 pixel dark coloured borders/outline
  • No pixel blurring (see crab above for reference)

Light + Shading

  • Sun is directly above

(Source)

Objects

  • Moving objects (main character / enemies)
    • Flat, front-facing (but still 3D)
    • (Source)
  • Stationary objects (terrain / buildings)
    • Isometric according to grid

Supporting Design Resources

**You can use these .pngs below as templates to help create your designs if needed ** (available on Studio 1 Google Drive)

Object Guide

Grid Guide

To use as a background image in Pixilart:

  • Settings → Tracing → Upload

Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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