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NPC Design Team11

lalala66888 edited this page Oct 18, 2022 · 29 revisions

Description

The design of npc needs to strictly abide by design standards, and at the same time need to combine the design concept and design style of the entire game. In this page, we will show the process of designing npc by team11 and the subsequent modifications, and connect with the works designed by team8.

Design tool

We used Pixilart to design NPCs.

image

Inspiration

Sprint3

The theme of it was the Atlantis,we search the internet for what kind of monster that we might need as the prototype,we don't want too many human beings as NPCs,(team 8 have already designed some),there are some elements that we have thinked about at the very begining. What kind of NPCs they will be? How many NPCs should we design? Will they be fight by the other enemies?

As for solving these questions, we have a meeting ourselves. We think it is a breave idea to design some unhuman NPCs,as the player might consider these are enemies and tried to killed them.However, we don't mind it as the player would find the fact when these "enemies" can't be killed :). We have a meeting with the team8 before, we said that we only need two NPCs for each team, but we decided to do more jobs,and paying more effort onto it, so we designed as much as we can.If others think some NPCs are not suitable,we can simply replace it. In order to slove question3, we have a discussion together, and we both choose to let the NPCs not die,so the programmer coding to let the NPCs dispared at the night,and it perfectly solve this question. Here are the final design of some work.

npc(02) xuxieban (1) pxArt (2)(1)(1)

In order to complete the animation, we used the template of unity to create the walking animation effect.

image image

First generation npc made with pixilart.

image image

Sprint4

Second generation npc. The shape of this generation of npc fits the npc designed by team8. Consider that the ruins of Atlantis are located in Italy. The figures wear costumes similar to those of the ancient Romans.

image

The image below depicts a new blacksmith NPC implemented in this sprint. It was inspired by clothes worn in ancient Greece. The design includes a blacksith apron and belt, with details such as soot on the apron to improve detail and immersion.

image

Design Criteria

  1. Function: Determine NPC functions, such as shops, warehouses, weapon making, etc.
  2. Body type: Choose a body type that is suitable for the npc profession, such as the store owner, the shape of the upper and lower body with normal body shape can make the design more realistic.
  3. Color: According to the color of the surrounding environment where the NPC appears, plan the color matching of the character itself. Color matching principle: The main color of the character is clear and clear, in line with the basic color relationship, and there are color contrast between cold and warm, saturation contrast, light and dark contrast, etc. From the color of the game screen, ensure that the character has a high degree of recognition in this environment. If the surrounding environment of the NPC cannot be estimated, the color of the character itself can be clearly defined.

Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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