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Days 4 - 14

While I was able to code for basic movement, programming a grid-based tile system turned out to be extremely complex. I didn't really understand the tutorials, so I decided to not implement it. It became clear that I need to know more about programming in general, but I wasn't sure where I need to go for that.

I was able to make assets for my game, however. I'm still trying to get a hold on what my 'style' is. I see lots of pixel art not use a bottom outline, for example. The 4-color palette that I limited myself to was difficult in general. I wanted to use certain colors for certain things, but I ended up using 2 colors for the outlines - one for the lighter shade up 'top side' of the sprite, and one for the darker shade on the 'front side' of the sprite. This worked well for the more box-like assets, but I really struggled with the futon (top left) using this style.

                       

I tried to implement the mood and atmosphere of winter with the colors that I chose. The first few colors that I had picked were actually pastel and basically not suitable for the type of game I want to create. I learned how important colors were and I certainly would like to know more about how to pick colors for a palette.

I didn't implement this in the game, since I had prototypes of these sprites a little before the jam started, but I wanted the player characters to stand out in the cold and dull environment, while still maintaining the theme, so I created the 'boy' character and gave him a palette that reminded me of the sun setting, and a 'girl' character and gave her a palette that gave off snowy vibes.  Then, I made walking animations in each direction. It ended up as a 9 cell sprite sheet. I still need to make diagonal movement, so I decided to not put the characters in for now.

 

Making a grid based movement system was tough, but so was making a dialogue system. The tutorials completely lost me, and I'm sure there are simpler ways to make one. But in the end, that was something that I couldn't implement either. 

Finally, music was a no-go. Didn't have enough time and, like programming, it seemed difficult to produce anything with my current skills level. 


Here's what I ended up with:

In conclusion, I have a long way to go, but I enjoyed all of the support from the community. 

I also have to appreciate how much easier it is to make games like these in RPG Maker. I admit that perhaps prototyping the game using it instead of Godot would've been a better idea.

Thanks for reading!