Ammunition Counter-Week 5

Because of various circumstances this week I have been unable to work on the project at my usual pace, only really completing one artifact and messing around with others on a technical level. The artifact I worked on were graphics for our in game ammo-counter. The counter itself already exists, but not any numbers that will be used in it.

After confering with the Lead Art on the project we decided to go with digitalised numbers similar to the ones you would find on old alarm clocks.

200255435-001
Reference picture I used

Due to the image size, this time smaller than my 32×32 standard format by half (16×16), some detail had to be lost in the process of making the various numbers. Such details include the small spaces between the different bars on the numbers and the roundness on the ends. We also decided to go with a different color than red as we felt that red was to indicative of something bad. The color I used was a yellowish- orange (212, 167, 17).

I started out as I always do by making a template in Krita. This time I had no intention of going into GrahpicsGale to do any further work as we only needed static figures. The template this time was the first number, the great 0. From this template all I had to do was remove any of the outline bars and add one in the middle on different layers to get every number up to 9.

ammo_counter_0_large

The template used, here enlarged to 512×512

In the game we will, as I said previously, use these in the base HUD (designed by Peter Andersson) to indicate how much ammunition the player has left in any given subweapon system (Missiles, flamethrower and lasers).

HUD - Base_large

The numbers will be used in  the box furthest to the righthand side. Subweapons will be next to it, with health in the glasstube on top and shield in the box below it.

Even though I had no use of GraphicsGale when working on this I did use SpriteSheet packer. Not because I needed to, I mostly just made a spritesheet to cover all my bases in case the programmers needed it.

In conclusion I did not really get much work done this week, but that is alright as I expected to be a bit busy with other earthly things. I am however quite pleased with the work I did get done. We are inching ever closer to finishing our assets so we can go back and polish some of them.

ammo_counter_spritesheet_large

Every number that will be used

 

En reaktion till “Ammunition Counter-Week 5

  1. Hello! Interesting blog with valuable information regarding your workflow and how you did to overcome some of the problems that occurred. You describe your images and why they look like they do which is very nice for me(the reader) because it makes me able to draw inspiration and even achieve the same result that you did by reading this post. This makes this a vary valuable post according to me and there is something to learn from it, especially if you are working on the HUD or something similar. I also like that you mention different software that could be used but wasn’t necessary for this particular artifact. It’s interesting to know which order you do your work in because it can be a lesson for others on how to do it for a smooth workflow.

    I believe that the information about why you haven’t been able to work in your normal pace is a bit redundant though. These posts only regards one artifact so if only one have been made it should be enough to make a post. This is the only thing I see that can be improved in this post, and I don’t even know if it correct.

    Gilla

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