Animation Style, Concepts, World Art!
We've been brainstorming, organizing our ideas, and crashing our concepts together that lead to some twists in the design for it to serve our visions we have for the game. This will create what would be the groundwork and base of Kologeon that will feed into all aspects of the game.
We have progressed on fleshing out the world and seeing how we can create more interesting interactions, events, and gameplay moments in it.
We want to make sure the game focuses on a unique experience with elements captivating the gameplay and revolving around one strong foundation. Indies are best when they can capture a singular experience unique to the game and have everything revolve around that. This is what we are trying to define for Kologeon. Right now we are in the midst of testing different bizarre concepts (we are really excited for!) and seeing what works and doesn't. A lot of things are improving that we can't wait for you to see once they are more fleshed out!
Until then here are some concepts and sketches over on the visual side. We can't show you everything though as we want to keep secrets and surprises. >:D
(Very WIP) new style of animation we are still testing but that represents the core of what we want it to be. Takes an advantage of the fact that this game is 2D and all of its frames are hand-drawn. It's free-handed and gives the movement an impactful expression. We really like it but would also love some feedback!
Some enemy sketch ideas we used an interesting method on to come up with compelling shapes:
World art and concepts:
That's all for now!
Thank you and have an incredible weekend!