XaiJu
slynyrd
slynyrd

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Devlog - 16

Continuing my deep dive into environment design this week. Specifically, I've been fleshing out concepts in Adobe Illustrator. The vector graphics allows me to quickly design layouts with all pertinent information. Everything is to scale of the final graphics, so it can smoothly be translated into pixel art with the design preserved. With much of the design load already established, I should be able to focus on quality details and clustering without stressing over the layout. Also, it's very easy to edit and rearrange the layout in vector. With pixel art tiles, it can be tedious to place them all one by one, and if you need to move things around it gets messy quick. Furthermore, I think the investment in these vector designs will payoff.

Pictured are the main village concept, and rough layout for the Red Canyon area. I changed the concept of the HUB area to be a humble village in a protected forest, rather than atop a space elevator. The space city will still be in the game, but will be a mysterious destination for later in the game. Thought a lot about the premise, and I think it makes the aspect of exploration much more compelling to start at ground level with limited resources and knowledge of the world.

Having a lot of fun with this. Can't wait to translate some design into pixel art.

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