This section defines the visual style and overall look of the game. It establishes the art direction, target platform considerations, and the technical aspects of how the graphics will be implemented. A cohesive and well-defined art style will significantly impact the player's experience.
Tasks:
[x] Art Style Definition: Determine the overall visual aesthetic for the game (e.g., Realistic, Pixel Art, Cartoon, Fantasy, Sci-Fi, etc.). Consider how the art style will contribute to the desired player experience and genre.
[x] Target Platform Considerations: Analyze the technical limitations and capabilities of the target platform(s) (e.g., PC, Mobile, Console) to ensure the art style can be translated effectively.
[x] Color Palette: Define the color scheme that will be used throughout the game's environments, characters, and UI elements. Consider how colors will influence mood and atmosphere.
[x] Characters: Describe the visual design of the player character(s) and any major enemies or NPCs.
[x] Environments: Outline the visual style for different environments within the game world.
[x] UI/UX Design: Specify the desired visual style and user experience for the game's menus, inventory, and other interface elements.
[x] 2D vs. 3D Graphics: Decide whether the game will utilize 2D or 3D graphics, or a combination of both.
[x] Animation Style: Define the animation style for characters, objects, and UI elements (e.g., Frame-by-frame, Procedural, etc.).
[x] Technical Art: Outline any specific technical considerations related to textures, lighting, particle effects, and other visual effects.
This issue can be closed. The "Art and Graphics" section of the GDD has been fleshed out to include:
Art Style Definition: Pixel art inspired by Celeste, featuring a limited color palette with vibrant neon accents. Focuses on clear and readable visuals with low-resolution appeal and strategic use of transparent pixels for a smoother aesthetic.
Target Platform Considerations: Designed for cross-platform compatibility to reach a broader audience (PC and major consoles).
Color Palette: Limited palettes with area-specific themes (3-5 colors per area) to create distinct visual identities while maintaining overall cohesion. Specific breakdown includes light colors for accents, a midtone color for the base, and dark colors for depth. Vibrant neons will be layered on top for thematic emphasis.
Character Design (Concept): Character size inspired by Celeste (around 18x13 pixels). Might draw inspiration from Mega Man with a unique cyberpunk twist.
Environment Design: Area-specific themes leveraging the color palette to create distinct atmospheres (e.g., "The Core" with reds and oranges for heat, "The Darkweb" with blues and purples for mystery). Clever use of light and shadow is crucial for depth within the limited color scheme.
UI/UX Design (Initial Considerations): Minimalist and functional UI prioritizing clarity and ease of use. Thematic integration with pixel art elements and neon accents. Future UX considerations include responsive controls, intuitive menus, and clear feedback mechanisms.
2D vs. 3D Graphics: Entirely rendered in 2D pixel art.
Animation Style: Frame-by-frame animation for precise control over character movement and visual effects.
Technical Art: Layering system similar to Celeste for depth and parallax effects. Strategically placed particle systems to enhance gameplay moments (character actions, environmental effects).
Neon Effects: Strategically placed neon lighting with vibrant neon colors to guide players, highlight objects, and establish the cyberpunk theme. These neons may even be interactive, responding to player actions.
Additional Ideas (for future exploration):
Holographic displays for data, information, and hints.
Transition effects using visual effects like glitches, pixel distortion, and rapid color shifts to emphasize movement between areas.
Real-time reflections on polished surfaces for enhanced fidelity and immersion.
Particle effects trailing behind the character during actions or events.
Interactive elements like panels of light that respond to player presence.
Data streams, energy currents, and digital circuitry as both decorative and functional elements within the world.
Weather-like effects like virtual rain, electric storms, and data distortion waves to add complexity and ambiance.
This section defines the visual style and overall look of the game. It establishes the art direction, target platform considerations, and the technical aspects of how the graphics will be implemented. A cohesive and well-defined art style will significantly impact the player's experience.
Tasks: