Attention pilots!
This week's devlog was written by Elf, our pixel artist, and graphic designer. Enjoy!
Hi there!
As far as graphic design is concerned, my choice of software consists of two: Pyxel Edit and Aseprite. I tend to use them interchangeably and I have to say - they are both perfect for pixel art! Kudos for the creators - I've got all the necessary tools I need at my disposal.
When the project was initiated we didn't have a determined style, so I decided to experiment a bit with what I thought the game world should look like. This was the first concept I came up with.
At that time I wasn't even sure at what platforms we were aiming. To bring some life into the picture, I did a mockup of the moving vehicle - a single-wheeled jet speeder, Mad Max-style!
Well, it turned out that it was not what we wanted to have in the space opera game, so the vehicle was redesigned into an aircraft with some alien technology involved.
Here we can see the rear view of the ship, called Icarus from now on.
It was quickly followed by an adversary model - a pirate scum, trying to make the life of our protagonist even harder.
When Kuba, our main art director, decided to change the color palette to a more consistent one, I was forced to completely redesign the aircraft as well - this time giving a plenty to choose from.
So, we collectively chose this one, as seen in the first spritesheet with an animated movement.
As it turned out, the technical limitations of the platforms we intended the game to be released on once again forced us to do some changes - we had to resize it and change the color, to make it more visible on the canyon landscape. At the moment the functional ship's model looks like this:
However, this is not a final one - we're working on something even better. Sorry, Icarus - it looks like your fate has been sealed.
Cheers!