Difference between revisions of "Art Specification Document"
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− | The general idea is to recreate the look of a | + | The general idea is to recreate the look of a "cartoon-ish" retro game, including vibrant, saturated tones and an emphasis on pixel art. |
Keep the following in mind: | Keep the following in mind: |
Revision as of 21:27, 7 March 2011
This article is a stub. This typically means the article is a placeholder for more content to come. Knowledgeable users are encouraged to help expand the article.
Art Specs
At a Glance
When creating new brick sprites for Open Surge, please use the following export settings:
Bits-per-pixel | 24 |
Transparency | None |
Transparent color | #ff00ff |
Output format | PNG |
Contents
Introduction
Open Surge is a retro game. This means: low-res graphics.
Specifications
The general idea is to recreate the look of a "cartoon-ish" retro game, including vibrant, saturated tones and an emphasis on pixel art.
Keep the following in mind:
- The engine supports portable network graphics (PNG) format. Think 2D pixel art; the PNG format handles that job well.
- The color mode is 24 bits per pixel
- The standard magenta (rgb 255,0,255) is used for the transparent color.
GUI
- Acessibility is everything
- Symbolic, minimal text (if any)
Level graphics
Open Surge is NOT tile-based. It is brick-based. Bricks are blocks that are placed freely on the scene (examples: platforms, ramps, trees, plants). Some bricks can be animated, while others are obstacles (floor/walls). Furthermore, bricks can be passable in front of the players or behind them (decorative bricks).
Bricks can be of multiple sizes, even in the same level. Your designs can combine a rough layout of large pillars and platforms with the detail of small rocks and bushes. We can even create classic circular loops by combining a few bricks.
- Please read the detailed brick mechanism. REALLY.
- The sizes of the bricks are diverse. The image to the right shows several different-sized bricks which are used to create a level.
- Please read the detailed background mechanism.
- The game supports Parallax Scrolling. Backgrounds are usually large in width (about 500~1000 pixels wide) and have diverse heights. We attach the backgrounds to different layers (having different speeds) in order to create the parallax effect.
Items
- The items are diverse in terms of animation and size. Examples:
Enemies
- The enemies are also diverse, but they tend to be "small" in size and have few animation frames. Example:
Characters
- Characters have many animations and many frames. Each animation frame must fit roughly in 50x50 pixels.
- Available animations:
- stopped
- walking
- running
- jumping/charging/rolling
- ducking
- looking up
- pushing a wall
- death
- getting hit
- spring pad jump
- breathing underwater (air bubble)
- braking
- hold the ceiling
- ledge
- flying (only for "Neon" the Squirrel)
- climbing (only for "Charge" the Badger)
- waiting
- winning
- Examples:
Visual References
- Knuckles Chaotix (SEGA 32x)
- Sonic CD (SEGA CD)
Please follow the links:
http://img19.imageshack.us/img19/3955/visualref1.jpg
http://img697.imageshack.us/img697/8153/visualref2.png
http://img697.imageshack.us/img697/2227/visualref3.jpg
http://img30.imageshack.us/img30/8260/visualref4.gif
http://img16.imageshack.us/img16/6457/visualref5.jpg
http://img16.imageshack.us/img16/7159/visualref6.gif
http://img403.imageshack.us/img403/2167/visualref7.gif
http://img684.imageshack.us/img684/2757/visualref8.gif
http://img403.imageshack.us/img403/1176/visualref9.png
Testing your art on the game
Please read: Sprites