BA3B ♪ RHYTHM OF THE GODS ♪ WEEK 8
03:55
Since we already decided we would like to exhibit at NGF, I started to work on a banner that we could get printed. I used the dimensions of a pop-up stand banner, and concepted some (incredibly rough) thumbnails for this.
The one that we ended up picking was the bottom image, which I then worked up into an illustration.
The logo would later be placed in the moon.
This week, I began to work on the proper UI for the game. I started to revamp the base UI I made earlier in the project, giving it a pixelly, rocky look.
The combo bar was redone from the basic red to a shiny rainbow-coloured bar. This would assist the player in being able to tell when they are close to failing the stage, as the bar will be closer to the red end of the spectrum.
I also created the Scorebar, where the numerical score would be displayed; this is separate from the Combo bar as the combo bar determines how close you are to activating God Mode, but the Scorebar determines your overall score.
I also created miscellaneous buttons for the menus, such as pause and back buttons. These were made to look like buttons on a music player.
After this, I started to work on the background for the tutorial stage. Although Sophia is our environment lead, she was busy working on the Campaign mode background, so I filled in in order to complete the tutorial background.
I first started by doing some research into similar environments; the team decided the tutorial should take place in a bright and simple forest setting, so I looked at Ilex Forest in Pokémon Heartgold and Soulsilver and Energetic Forest from Pokémon Mystery Dungeon, as well as some of the outside environments from Earthbound/Mother 2.
I started by concepting a quick doodle of the environment and planning basic colours.
I then pixelled the background itself.
I also pixelled training dummies for the background. They have sunglasses, which makes them incredibly cool.
I also animated a conveyor belt, as the background for the tutorial is not scrolling like the main stages of the game; as it is intended to be a practice area, it's on an endlessly rolling conveyor belt.
In this week, we went to the Innovate UK presentation in order to see whether we could apply to them for funding. Although it ended up that it didn't really apply to us at present, it was still a valuable experience.
We also contacted the Ideas Factory in order to schedule a new meeting, since the game hub had failed over Easter, and we wanted to discuss new potential plans for the team after graduation.
I also applied to Norwich Gaming Festival on behalf of the team during this week; we were quickly accepted to exhibit between June 31 and July 3.
As part of the application, I created a Twitter account for the game; this allowed us to tweet out progress screenshots, videos, and gifs, and start to build a potential playerbase for the future.

















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