Categories
Developer Blog

Tutorial Building and Luminaut Dev Log #5

Tutorial Building

One of the hardest things about creating a game is how to incorporate a tutorial. For a lot of old school gamers from the Nintendo era, a hands off approach seems to be the best option. The game itself teaches you how to play by forcing you to perform certain actions. For mobile games, however, the players are very different. Many don’t necessarily have the time or patience to learn the ropes. At the same time, they also don’t want a long and involved tutorial. It’s a pretty difficult balancing act and it can really make or break the flow of the game. For The Painter’s Apprentice, we decided to go with a mainly hands-off approach. Rather than have walls of text explaining the buttons, we devised simple plan that also weaves back into the art theme – tutorial sketches. If you’ve been following our our Twitch channel you might have seen us create a couple of these sketches.

Tutorial sketch jump
Tutorial sketch telling you how to jump

 

We wanted to keep the tutorial as simple and streamlined as possible so players could immediately jump into the game and get a handle on the controls. As well, it melds perfectly with the story and theme.

Tutorial sketch attack
How to attack an enemy

Developer Log

A lot goes into the creation of a mobile game. While the game might seem simple, we actually have a full team working to make the game as amazing as possible. To give you a glimpse into the game development process we’ve asked team members to give us a glimpse into their work. On a previous post we had Ray, our composer, tell us how he created his music and sound effects. Now we have Grace Yang – our background artist – provide us with a cool video and little bit of background.

What got you interested in becoming a concept artist?

I’m one of those artists who grew up in a town where people thought that all artists were either fine artists or art teachers. So I grew up thinking that art was meant as a hobby. It wasn’t until senior year in high school that I found out (through picking up a Halo concept art book) that there were other kinds of jobs for artists, and that this type of profession might be worth looking into. I always loved video games and animation but my knowledge of the process behind their creation was very limited and I didn’t know where to start. I decided to apply to an out-of-state art college in Los Angeles, where the heart of the entertainment industry was and I got accepted. As a Digital Media major, I was able to discover more about the artist industry in general. Though I learned about the many other types of jobs in the process of creating a video game or film, my one true love has always been drawing and designing so I have the most fun being a concept artist!

What is the first piece of artwork you created?

I’ve been drawing since I was very young, so I can’t say for sure what my first artwork exactly was. I loved Sailor Moon and Pokemon, so I drew a lot of fan art, and I also loved animals, so I drew the animals from photos from my favorite books.

Naive Art
Naive Art

Explain your general process when creating the backgrounds for the Painter’s Apprentice.

Since I would be working in different artistic styles, (some which I’m not familiar with at all) the first thing I do is to research and look for reference photos of paintings or pictures done in that style. After all that research, I finally start on the background assets. First, I start off with the sky and ground, and adjust the colors based on what I think best suits the current art style. After that, I go through the list of the other assets, such as the trees, shrubs, flowers, houses, and clouds, and depict them in the current art style. After all the assets are done, I clean them up and do minor color adjustments if necessary to make the level look cohesive. I then show a mock-up of an in-game background level to the director (Jasmine Greene) and then either edit it some more or move on to the next level.

How was your experience working with different art styles?

It was really fun! I have experimented with different art styles before but this was my first time trying to imitate specific art styles. Researching the art style before I started was very useful because I had to figure out how brush strokes were made (in traditional mediums) and imitate that digitally. I also had to figure out color palettes that suited the art styles but were not a direct copy of an existing painting. Some art styles I was initially not familiar with but became some of my favorite to work with were Fauvism and Neo-Expressionism. Overall, it was also a great learning experience.

Do you have some words of encouragement to aspiring artists/designers?

I feel like my advice will be pretty similar to what others have said, but as a concept artist, I think it’s especially important to always keep drawing everyday. It could be drawing from life or by mind. Either way, you’ll naturally improve. Other than that, what has personally helped me the most was going to art college and being able to immerse myself with fellow artists (which was a pretty new experience for me), learning from them, and learning from teachers in the industry. If college isn’t an option, signing up for individual classes could be useful too. Lastly, know what you are truly passionate about and don’t hold back. Art should be fun!

 

Categories
Developer Blog

Artcade 3000 and Bug Testing – Luminaut Dev Log #4

First off, some housekeeping. The Painter’s Apprentice is going to be at Artcade 3000 in Brooklyn, NYC, June 5-7. Stop by and play a demo of our game along with a whole bunch of other amazing games. Come say hello on June 5 from 8-10pm for the Designer Opening if you want to ask us questions about the game.

We’re still looking for some awesome artists to feature in our bonus levels for The Painter’s Apprentice. If you’re interested in being featured, please contact jasmine [at] luminositymobile [dot] com for more information.

Now, onto business.

We got our submission video for the Boston FIG Digital Showcase done this week. See below for your viewing pleasure.

On our weekly stream this past Saturday we played The Painter’s Apprentice live on our Twitch channel. We went into the stream focused on showing off the game and finding bugs, which we found, but we also ended up with a lot of realizations about the overall experience we’re trying to create. If you missed the stream it’s on our YouTube page, but here’s the highlights:

 

An animated gif of The Apprentice jumping once
single jump

 

  • The double jump feels strange. To get more height you hit the jump button twice early and in quick succession to get height instead of at the highest point of the jump. This is counter intuitive to anyone who’s played a platformer before and should probably be finessed a little. The game should feel good to play.
An animated gif of The Apprentice double jumping badly.
Double Jump if the jump button is pressed instinctively.
An animated gif of The Apprentice double jumping high.
Double Jump if the jump button is hit twice quickly.
  • We discussed adding a pan feature so players can see where they should go, but decided it’s better to make the player figure out where to go for the most part. There will be places in the level where you could make a blind jump, but if you look around a little you’ll find a more obvious way to go. This will require some levels to be redesigned with this principal in mind. This retains a level of exploration and difficulty in the games.
  • Not a bug, but the music is sounding great!
  • We have some UI problems with the menus scaling/stretching and covering up the great home screen background we have.
  • We want to add some more buttons to several of the UI menus like a retry from checkpoint or retry from beginning.
  • We don’t want the store to seems so intimidating, so we’re going to rename it to fit the theme better, like Art Supplies or Painting Supplies. The idea being that the store will have some optional real money elements, but real money will not be required. Plus, we don’t want to scare people away.
  • There is a 3 star system currently in the game. One star for completing the level, one star for completing the level in 60 seconds, and one star for completing the level without taking damage. The level exit doesn’t appear until you defeat all the enemies. We talked a lot about using the star system to unlock levels, which brought up a lot of discussion about the goal of the game. We decided on keeping the main levels unlocked because we don’t to locked the experience behind a “wall.” The Painter’s Apprentice does not require hardcore skill. That being said, there will be bonus levels featuring guest artists that require a high number of stars. This should appeal to players who are more into completion or challenge. As we say in the biz, gotta catch ’em all. In all seriousness though, we want The Painter’s Apprentice to be accessible to different types of players.

So, as you can see, we still have quite a bit of work to do, but it’s so exciting to do a big play like that and see the game get better.

Otherwise here’s some pictures of everything we’ve been working on this week!

An animated gif of the Medium Paint Blob Enemy changing colors.
It’s aliveeeeee! (2x speed)
An animated gif of a player clicking on different colored blobs and swinging the brush to show the changed color.
Just click on an enemy to change the brush to that color.
An animated gif of a small paint blob enemy getting attacked, freezing, and fading away.
New and Improved defeated animations.
A loose sketch of the character jumping.
A preview of the new tutorial system
A loose sketch of The Apprentice attacking.
Tutorial sketch

‘Til next time!

Categories
Developer Blog

The Painter’s Apprentice – Luminaut Dev Log #2

[slideshow_deploy id=’289′]

On April 29, 2015 we showed off The Painter’s Apprentice in front of 300+ people at The Spring Expo hosted by Playcrafting NYC and Microsoft. Leading up to the event we were really burning the midnight oil. Luckily all of those late nights weren’t in vain as we got a lot of positive comments from the attendees. Everyone we spoke to loved the idea of The Painter’s Apprentice and were interested in trying it out further down the line. We also received some excellent feedback on how to improve the game as well and we’re already busy implementing these updates. So a huge thank you to everyone who tried out The Painter’s Apprentice! We’ll be at the Summer Expo in July and it will definitely be much more polished by then.

The Painters Apprentice Boss Fight
The Mover

Speaking of upcoming conventions, we’ll be submitting The Painter’s Apprentice to a couple places. The first deadline coming up is for the Boston Festival of Indie Games in September. The digital showcase submission deadline is May 15 (eep!) and requires a 3-5 minute demo of the game, how it works and what makes it unique. We’ll be bringing you the completed video once it’s done. Fingers crossed we get accepted! The next event we were invited to was the Artcade 3000 out in Bushwick Studios happening June 5-7. We actually met up with the organizer – Jan-Luc Van Damme – at the Spring Expo and he was impressed with how we tied art and videogames in The Painter’s Apprentice and wanted to know if we wanted to exhibit. The answer is of course! So if you’re in the neighborhood during that time, stop by and say hello. We’ll be hanging out with fellow devs and gamers.

level 9 screenshot the painter's apprentice

We had a lot of updates the last week since we were scrambling to get everything working for the Spring Expo. This week we worked on fixing some bugs and getting some more artwork completed.

Bugs

  • Fixed UI configuration so it adjusts to the screen size
  • Removed area of effect on dive attack

Programming

  • Added adjustable gameplay button UI so players can adjust size and location of buttons
  • Testing out different color picking methods
  • Updating tutorial levels

Art

The Painter's Apprentice Jump Sketch

 

 

It might seem like a slower week than last but we’re still making some pretty steady progress. If you want to watch us make levels, create animations or make some music, you can tune into our Twitch Stream every Saturday at 7pm ET.