Archives for the month of: March, 2018

Hi all, welcome to the Kana Quest Dev Blog, after two weeks of forgetting that this is something I do I’m back. Truly I am the most consistent of self marketers.

Self deprecation aside, what are we talking about today? We are going to talk about the background art for world 4 got made, and what I learned along the way.

So before I started work on Kana Quest I had never worked with Pixel Art before. Not because I didn’t like it, just because I’d never given it a go. As you can expect this caused me to have quite the learning curve. I didn’t know about many of the common techniques, hell I didn’t even realize you were only supposed to use as few colors as possible (The first world is really bad for breaking this rule). But each world I’ve done, I’ve gotten a little bit better at it.

So what did I do differently for this world? Well for a start I used much fewer colors in sky. All previous worlds I had five colors making up the sky colors (most of which I would not reuse). This time I condensed that down to three (not including the purple at the top there as that has to stay consistent between worlds now for GUI reasons). And all three of those colors would be reused in the rest of the scene.

world4wip1

At this point this image only contains 8 colors, much fewer than my previous worlds.

Here you can see me start to reuse the colors already, the city buildings used the fuchsia at the bottom of the sky, and the roofs of the foreground buildings used the icy blue from the top of the sky. Speaking of reusing things, I got to reuse those foreground buildings. Copy pasted straight from world 2, scaled down, and recolored.

 

world4wip2

And with the station, the number of colors total is 14.

For the train station I used a lot of reference photos of other pixel artists to help get the effect I wanted. I know its nothing to be ashamed of (using reference photos) but I always try to do it without even when I shouldn’t. This is more for me than anyone else but, Always use reference photos, it makes life so much easier.

A couple of small details to look out for in the train station. The train shelter has my name written on it (テオ = Teo, basically the closest you’ll get to “Theo” in Japanese). The vending machine says うまい (umai) which means yummy, and the train station says 竹田 (Takeda). Which is the name of one of the towns in the area of Japan that I lived. I would have put down 朝来 (Asago, which is the name of the area I lived) or 和田山 (Wadayama the town I actually lived in), but I couldn’t write either with the number of pixels I had available.

World4Finished.gif

The finished background art. Total of 16 colors.

The final thing I added was some more frost on the train tracks and some clouds. I added one new color for the shading of the clouds and let that color have a pretty high contrast to the rest of the clouds. Something I’m still getting the hang of with pixel art is the need for higher amounts of contrast in the area I want people to focus on. I know its a pretty basic compositional thing to forget, but its something I frequently forget to do. So from now on I’m going to try keep it in mind more often.

Anyway, that’s all for this week. Making this background was a bit of a level up moment for me, so if you’ve had any level up moments in pixel art, design or anything really I’d love to hear them! Until then, take care.

Advertisements

The devblog is back! Sorry for such a long hiatus, but we are here and a lot has happened!

But today we are talking about World 3. Just before Christmas I finished making the background art and the one direction tiles so I would be ready to make some levels!

World3Level1

All the levels for World 3 are now complete! Something I might do every time I finish making the levels for a world I might “review” the mechanic deployed therein. I’m going to judge a mechanic on a few different criteria. Most of these are normal things to consider for all game design, but the last is relevant specifically to Kana Quest.

  1. Complexity of the mechanic. (How long does it take for the player to figure out how it works? How much mental strain does it cause the player?)
  2. Design Space of the mechanic. (This is another way of saying how deep is the mechanic? How many interesting scenario’s can it be used in? Does it interact in interesting ways with other mechanics?)
  3. Fun Factor of the mechanic. (Just simply, how fun is it)
  4. Ability to help teach Hiragana. (Does the mechanic play help the player to remember what a Kana is or learn new Kana?)

So how did one direction tiles do? Very very well, they have a very low complexity so much so that a tutorial is often not needed for play testers, and it has a large design space! The fun factor is a bit subjective, but personally I find it quite fun. The only strike against one direction tiles; they don’t really teach Hiragana very well. They don’t work against that goal, but they aren’t any more useful than a normal Kana tile.

The only other problem with one directional tiles is they require a large level to be interesting. World3Level20.jpg

Due to a bunch of mistakes that I made when setting the game’s camera up, I have a hard upper limit to how big a level can be. On the whole this isn’t too bad as it forces me to keep the complexity down but it does mean that for mechanics like the one direction tile, I can’t use it to its fullest extent.

But on the whole I give one direction tiles a B+. Its a good mechanic that can be used to make interesting levels.

Before I leave you today, I just want to share my personal favorite level from World 3.

World3Level16.jpg

This what the first of a series of levels that I made where the player has to figure out the correct place to start matching the Kana. In each row there is usually only one Kana that will match with the row above or below it. Thus making the physical size of the level and the positioning of the tiles crucial to being able to complete the level.

World3Level16Complete.jpg

Anyway, I hope you all have a great week, and I will be back posting regular devblogs again from here on out! I will try for once a week, but if I’ve just been squashing bugs that are not very interesting then it will probably get pushed back.