Pickups

Above are the four pickups I designed for the game.

Glitch Time

This pickup fills up a gauge next to the current life mugshot. If the player has at least one section of the gauge stocked up, they can activate Glitch Time at any point to consume one bar to slow down the game time temporarily.

 

MedKit

This pickup only spawns after the player has been damaged. It restores one of the player’s lives.

 

Nuke

This pickup destroys all enemies on screen. It will only drop rarely. This is a work-in-progress idea so we haven’t actually implemented it into the game yet, it depends on our progress in other aspects of the game as it is not essential, though it will help during later stages of the game.

 

Phase Mode

This pickup makes the player invincible for a limited amount of time, making them unable to take any damage. The player model also flickers giving it a digital, ghost-like effect.

 

 

 

 

Project Ikarus Logo

We recieved feedback that our original logo didn’t read too well, meaning that it was hard to tell what it said for some people at first glance.

ikarus

Original logo

I did some research into the typography of classic arcade games such as Mega Man and Metroid and found a design trend which I decided to emulate for a simlar effect.

title_perler

1f565a3bd8

 

Capture.PNG

I came across the Vermin Vibes 1989 font (by Andrew McCluskey) which seemed to fit well with our theme as the hard edges and bold text emphasise a digital theme and encourage action.

I took this font into photoshop, applied the results of my research and came up with the following:

Project Ikarus v2

Project Ikarus – New logo

We decided to change the name to Project Ikarus because it read a lot better in this style instead of just Ikarus on it’s own, plus the word project is relevant to our game’s digital concept.

Project Ikarus.png

Pixel version of project ikarus

This is unlikely to make it to the alpha build of the game due to a lack of time, as I need to animate it and replace the current in-game animation. It will likely be one of my first tasks for the beta build.

Title Screen

I took Malakai’s Ikarus logo and made my own pixel version in paint.net.

Ikarus_Logo

Original Ikarus logo

I did this because I would like to specialise in pixel-related games after this project, if possible.

I then exported each  layer individually and animated an opening sequence in flash.

I exported each frame of the intro by exporting the animation as a PNG sequence, which I then took into unity and set up a loop using the animation controller.

INT02

Animation controller

ikarus_title_by_squirrelkidd-d9j4vov

Flash Animated version

I also added a code to take the player to the next scene when any key is pressed:

	public bool gameLoaded = false;
	public float startTime = 2f;
	public static bool LoadingLvl = false;
	public bool LoadConfirm = false;

	void Start () 
	{
		Invoke("CanPressStart",startTime);
		LoadingLvl = false;
	}
	
	void Update () 
	{
	if (gameLoaded == true)
	{
			if (Input.anyKeyDown && LoadConfirm == false)
			{
				AudioSource audio = GetComponent();
				
				Debug.Log ("Loading level");
				LoadingLvl = true;
				LoadConfirm = true;
				//play sound
				audio.Play();
				Invoke("LoadLevel",2);
			}
	}
	}
	
	void CanPressStart ()
	{
		gameLoaded = true;
	}
	
	void LoadLevel ()
	{
		Application.LoadLevel("Debug");
	}
}

 

 

Jet Sprite

I decided to take my character concept of Jet further, and I’m working on a prototype build of a game starring him as the main character.

Jet - final 2

‘Jet’ character concept

I want this game to have a pixel art style so I made a pixel verison of Jet.

Jet bigger