Changing of Seasons | VARIGON STUDIOS

Changing of Seasons

by | Sep 24, 2018 | Game Development, RANGER

This week I created tile variants for separate biomes / seasons. The Idea is that as the player moves through the expansive levels the scenery changes. This will encourage a more seamless gameplay experience, letting Dathon travel to different heights and zones all within a single massive level.

 

 

Small Tree Variations

Why create massive levels? Well, the goal of RANGER is to give you a 2D pixel art aesthetic, simplistic control, and heavy story based SEAMLESS cinematic gameplay. Seamless. Seamless…

I don’t want RANGER to have lengthy loading screens. I want you, while playing, to have a feeling of open exploration and freedom to decide your path. Having longer levels allows for less asset loading and more player control while sticking to a strong story.

 

 

Large Tree Variations

  Other than that, I also finished two animations. The first one is the Blinkr Shooting animation. The other is    the first hurt animation for Dathon. 

  Next up I will be continuing work on tiles and backgrounds. This includes cave tile sets, environment          animation, and more tile variants. After that I will finish Blinkr with Walk, Hurt, and Death animations.

 

 

Screenshot of Game Scene

Here is the current state of gameplay:

 

 

Gameplay Progress

There is still much more to do. I haven’t even begun to crack the surface of this video game. If you want to keep up to date with Ranger’s Progress be sure check back here regularly. I will be posting an update every Monday! Also, be sure to follow us on Twitter, Instagram, and YouTube.

Until next week, KEEP ON CREATING

~ VARIGON STUDIOS ~

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