Roger Robot Art Asset Manifest
From WorkCDN
With so many people involved in art, please use this page to claim the portions you are working on. Please list your name, whether you are working on placeholder art, or final art, and the current state of the work. For instance:
{Charlie - Placeholder - In Progress}
{Charlie - Final - Done}
Thanks!
An art direction has been chosen! The game is going to be light and comical. As such, realism is not of as much concern. Bright, saturated colors are good, and we'll try to avoid sharp detail. Please see the new planets, below, for a sense of the style direction.
Contents |
ARTWORK CHECKLIST
(For Space Mining RPG)
all of kiwee's final art can be found here: kiwee_art
Ships
- Ships
- Source art should be at least 64x64 pixels, but larger is better.
- One primary ship that will be yours throught the game. This ship should start as a very bare-bones structure, that will get fleshed out as upgrades are procured throughout the game. {Jet - Final - Done}
- Other ships that might be yours throught the game. Again, these ships should start as a very bare-bones structure, that will get fleshed out as upgrades are procured throughout the game. {Jet - Final - In Progress}
- Bad guy ships - at least 4 ship types, more is better. This is a nice-to-have, we're still not even sure yet how bad guys would fit into the plot.
- Other friently ships you could encounter - small shuttlecraft to large battle cruisers, with fighters and cargo ships in between. Minimum 4 or 5 ships. Once again, a nice-to-have.
Concept art Placeholder art
Planets
- Planets (at least 30 planets would be nice) {Chris - Environment Final - In Progress}
- Should be at least 256x256 pixels.
- Need a variety of green, water, rock, desert, and molten planets. Maybe a couple moons in there for good measure too.
- Placeholder art Image:Planet2.png Image:Planet3.png Image:Planet4.png Image:Planet5.png
- Reference art
- Image:Spore1.jpg Image:Spore2.jpg Image:Spore3.jpg
- So basically, we were trying to quickly imitate the Spore style. Obviously we don't expect Spore-level quality in a week -- we were just seeing what we can do in a short amount of time to cartoonize a large number of planets.
- I really like the halo / atmosphere effect. I was thinking if we keep the planets at 256x256 like before, we can just create a few standard halos (5 colors or so) that are a bigger size and put them behind the planets. This will make the planets all appear bigger without having to make all their files larger than the 256x256. In addition, we'll need a halo for the resources too (the ones that you pick up in the asteroids game). I was thinking maybe the different color of halos could show a preference towards a resources type. How's this work for eveyone:
- Water - Blue halo
- Ore - Lt. gray halo
- Fuel - Orange-Red halo
- Mineral - ??? (brown-orange?, yellow?, purple?)
Image:Layout.png Current In-Progress Layout: Image:Roger-robot-sat-nav-screenshot-4-2-2008.png
I made the planet look more plasticly like in spore, added a thicker atmosphere, and gave it a halo. I also designed some of the GUI. view the high res version for better quality - kiwee
Older art
Image:P001.png Image:P002.PNG Image:P003.PNG Image:P004.PNG Image:P005.PNG
Items
- Items
- Gun attachements - 3 increasingly larger guns. Need to be able to modularly be added to the ship, so the ship actually changes as upgrades are equiped.{Jet - Final - In Progress}
- Projectile sprites - 5 for various upgrades to the guns. Basic ball, missles, energy particle, whatever - be creative.{Jet - Final - In Progress}
- Shields - One that adds to the ship as equipment, and one that just appears around the ship as a field.
- Grappling hook?
- Bigger engines - 4, including increased thrust, increased manuverability, hyper-drive, and space-fold drive
- Bigger hull / hold - need 3 increasin sizes of the hull. They don't have to appear like much, but they should add bulk to the ship, but without making it look fat. That's why I suggest having the base ship be very bare to start with, so the upgrades feel like you're putting meat on the bones - not fat on the belly. {Jet - Final - In Progress}
Asteroids Game
- Asteroids Game
- Base size should be 256 x 362 pixels (so, not square.) This may need to change if the physics engine prefers round
- Nice-to-haves: Three variations per type, rendered as tumbling in 3D.
- Rock asteroid. {Clint - Placeholder - Done, need a real artist to take over}
- Image:Asteroid1.png Rock asteroid
- Ice asteroid.
- Some inspiration for the ice asteroids: Image:Crystals1.jpg Image:Crystals2.jpg Image:Crystals3.jpg Image:Crystals4.jpg
- Ore asteroid.
- A break / explosion animation for each type of asteroid. (Optional)
- Resource items: ore, water, and minerals. Should be 20x20 pixels, and have some sort of glowing halo or other way to signify to the player that they can pick them up.
- Star backgrounds for the game - 3 {Charlie - Final - Done}
- Status display on the side for current hold capacity and damage level.
Image:SpaceRPGBackdrop1.jpg Image:SpaceRPGBackdrop2.jpg Image:SpaceRPGBackdrop3.jpg Image:SpaceRPGBackdrop4.jpg Image:SpaceRPGBackdrop5.jpg
Navigation Screen
- Navigation screen {Chris - HUD Final - In Progress}
- Star charts for each of the systems.
- If we can get the systems to actualy all be on one, large graphic, even better, then we can just use panning to move between the systems.
- The little red triangle graphic that will represent a location you can jump to. I was thinking we should have a name over the top of the triangle for planets, or a little symbol for asteroid fields. We'll need to do a dull red version, and a glowing red version for when they mouse over the symbol. I think we ought to have something special when it's selected (so the info is showing at the top.) Maybe we could have the triangle rotating (in 3D space, like a top.)
- A "GO button".
- Green or mechanical looking borders for the navigation menu system. Again, these borders should probably be based on the art direction. Should we go retro-techy (with the green borders and dot-matrix font), or mechanical, or stylized future or something else? You art people - talk amongst yourselves. :)
Here are the positions for the dynamic fields, so the interface needs to go in the black space around them (basically where the green lines are in the mock-up below.
| Dynamic field title | Upper left cordinates (x,y) | Lower right cordinates (x,y) | Field dimensions |
|---|---|---|---|
| Name | 5, 10 | 195, 60 | 190x50 |
| Art | 10, 60 | 190, 240 | 180x180 |
| Description Title | 215, 15 | 395, 50 | 180x35 |
| Description Text | 220, 50 | 395, 240 | 175x190 |
| Parameter1 Title | 400, 5 | 600, 40 | 200x35 |
| Parameter1 Text | 410, 40 | 600, 65 | 190x25 |
| Parameter2 Title | 400, 65 | 600, 100 | 200x35 |
| Parameter2 Text | 410, 100 | 600, 125 | 190x25 |
| Parameter3 Title | 400, 125 | 600, 160 | 200x35 |
| Parameter3 Text | 410, 160 | 600, 185 | 190x25 |
| Parameter4 Title | 400, 185 | 600, 220 | 200x35 |
| Parameter4 Text | 410, 220 | 600, 245 | 190x25 |
| Parameter5 Title | 605, 5 | 795, 40 | 190x35 |
| Parameter5 Text | 605, 40 | 795, 125 | 180x85 |
| Fuel Title | 605, 130 | 790, 165 | 185x35 |
| Fuel Text | 605, 165 | 790, 190 | 175x85 |
| GO! Button | 685, 195 | 785, 235 | 100x40 |
| Star Map | 0, 250 | 800, 600 | 800x350 |
Reference sample: Image:SpaceRPGNavigationMap.jpg
kiwee's layout: Image:Nav.png
Dialogue Screen
- Dialogue Screen {Chris - HUD Final - In Progress}
- Once again, display boxes to show text and heads in.
- Four or more headshots of the main character robot displaying a variety of emotions. These will be used in the planet dialogues. The headshots (and maybe arms too) should be 128x128 pixels each.
- Lots of heads for various robots at the planets (30 or so). A few of them should have a couple additional emotion options.
Reference sample: Image:SpaceRPGDialogue.jpg
What do you all think about having wacky backgrounds for the robot dialog shots.. kinda like this? --Samw3 13:14, 3 April 2008 (EDT)
Trading Screen
A couple takes on the trade scene. I'm thinking we really need to aim at this point at whatever is simpler to implement. Does pythin automatically handle list boxes? If so, we probably ought to go with Clint's idea. At least mine was theraputic to draw.
Menu Graphics
{Jet - HUD Final - In Progress}
- Menu graphics
- Title screen
- A logo for the game
- A comic-book style opening and closing scene.
- A free font that we can use for the game. It should fit the rest of the graphical sci-fi style, be legible, and of course, have a usable license for distribution in free software. {Joe - Final - Done}
Fonts
Fonts
- LCD Dot Matrix (Menu font)
- Other possible fonts
- Elektora Font Futuristic
- this one has got my vote - kiwee
- Zoloft Font Funky
- Republica Font Futuristic
- Templo Font Retro-techy
- Elektora Font Futuristic

