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After the exhibit, I became motivated to make the game better than ever. I knew it would be a lot of work, but I wanted to make a complete change of the design and improve all the assets to look closer to our concept designs from months ago. It took a week, but I know it was the right decision to make. Have a look at what changed!
Radio screen
Monitor screen
Letter screen
Light switch scene
For a start, I decided to make the background and the frame completely separate from one another. This is so we can create an animated background that won’t interfere with the layers on front, and can be interchangeable for each day.
I changed the setting of the lantern room to be clearly a window that overlooks the ocean, and a lot more busy with objects filling up each scene. These frames also are the correct resolution of 1920x1080 and a 300 DPI. Every screen is very different from each other, but all provide the same cosy theme that we originally intended.
With these frames, the main assets come separately too instead of being a part of the world. This benefits the coding aspect as it makes it easier to add specific components to make each function.
Everything gets a new look, and even some new objects enter the world.
The main assets look cleaner, perspectives are fixed, and the colours are improved. I made improvements to the additional assets such as the plant and candles, which look less muddy in texture. These designs still keep their original functions, but are more visually appealing in the game world. They stand out better against the backgrounds and remain the centre of attention In each scene.
Designed by Millie, we also included a map to be a part of the world. This was designed to work alongside the text and build the world around the lighthouse. With enough time, we plan to add a mechanism where the player can choose the path of the fisherman in his journey.