Our collaborative work, The Witch of Darkmoor Forest is continuing… just a little more slowly now that we can only spend a little time on the weekends on it. But rest assured, this spooky program is lurking in the shadows, creeping slowly towards a computer near you.
The most apparent change is a lovely new GUI at the top of the main screen. David was so impressed with one of Claudia’s zendoodles (see link), that he begged for a similar one for the game. Our witch also has a nice bookshelf for spellbooks in her hut, and a fully functional potion brewing system. While you could brew potions before, the potions themselves were… ahem… purely decorative, shall we say. Now they actually do something. A simple skill development system was added along with [WARNING: Geek Alert] an enhanced “Creature master” system to allow creature parameters to be pulled from a central database rather than stored within the individual creature objects. Game developers will understand why that’s a good thing.
Our final enhancement is another forest critter: the gremlin. David started with a rough sketch which Claudia enhanced, and then scanned into photoshop.
Then a lot of work tracing, coloring, shrinking to match the rest of the characters, and finally animating, which you won’t see until the next post – sorry! 🙂
This is the size of the gremlin in the game. I put it on a white canvas the same size as the picture above. If you click on the one below and zoom in you will see how different ‘pixel art’ is and how size really matters.
Here is our little gremlin the game – he is quite cute, right?! Especially when hopping along the scenic trails in the Darkmoor Forest.
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“Don’t think about making art, just get it done.
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