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low fidelity sketches

Annabel-Kennedy edited this page Oct 3, 2022 · 19 revisions

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Final Boss “Typhon” Low Fidelity Sketches

Based on the quantitative analysis, user insights, and initial sketches we gathered enough information to produce the final low fidelity concept of Typhon (Figure 1). image

Derived from quantitative and qualitative analysis, we identified all main elements (head, body, tail) including the style of movement, form of combat, as well as impact on objects and structures on the map. Analysis regarding the appearance of the enemy character influenced our designs of the boss (as seen above), and analysis of the movements/behaviour of the character was relayed to our programmers to influence their tasks (e.g. pathfinding) this sprint. This analysis will also help inform the creation of animations and further behaviours for the boss enemy in the future.

Final boss concept is comprised of the next elements

(Appendix: Testing Sessions - Sketches & Design Concepts):

  • Head of a Greek god (human)
  • Head of a Dragon (sea monster / sea dragon)
  • Body of a Dragon (sea monster / sea dragon)
  • Pincers (derived from insects & sea creatures)

Attack Environment (Pie Chart 3)

  • Crystal
  • Nearby buildings

image

Weapon (Pie Chart 2)

  • Trident (melee attack)
  • Fireballs (distant attack)

image

Movement (Pie Chart 1)

  • Walk on land (no flying or levitating this sprint)

image

Cross team collaboration based on user insights and low-fi sketches

As seen in Figure 2, thanks to cooperation and collaboration with Team-2 (main storyline) we were able to come up with a “Nickname” of the main villain - Typhon [6] (all credit to Team-2). Derived from Greek mythology Typhon is a "serpentine monster with wings" [6] whose wrath caused a collapse of an entire civilization such as Egypt [6].

Due to the close resemblance (visual representation - wings, reptile, sea creature) and the main storyline of Atlantis Sinks game (defend the city against evil), we can see a strong association between this creature, main storyline and the design concepts. image

In general, we consistently communicated with team 2 throughout the sprint to ensure the storyline of the boss enemy matched the boss design, as derived through user testing. Further evidence of this is below: image

We also relayed information about how the boss enemy would hopefully move and attack after this sprint (i.e. melee attack and walk) to team 11 so they could create appropriate audio if time permitted them to do so. The movement and attack types of the enemy were derived from user testing. image

Appendix:

References (IEEE Format)
[6] Atlantipedia, “An A-Z Guide To The Search For Plato's Atlantis” https://atlantipedia.ie/samples/typhon/

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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