17 Dec 2015



Written by lonely woof

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The principle of Egz was set. Still, I had to define the graphical identity of the character, of the universe, in short, of the game. My drawing skills were sadly limited, but I agreed with myself the style would be “simple”.

Birth of an Egz Egz
Several versions of the Egz had been done and a silhouette never stopped popping up : a round shaped ball on some legs. The rationale behind this explication was dead simple : gameplay. Knowing that the game would revolve around a realistic 2D physical engine, designing a character that would be anything but round shaped would lead to too many troubles: for example, how could one throw a cube against a wall and guess where it’ll land right after that? This would have been frustrating for the player.

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In addition, I really wanted the Egz to be cute and lovable. Adjusting its proportions was probably going to do the job : huge head, small legs. Several versions had been done to make it more or less expressive : big eyes, smiley face… But I wasn’t happy with the result : the eyes were working and did make the Egz expressive, but it also felt like it lost a lot of its originality. In the end, I decided the Egz would be a simple ball on legs. Or rather, two legs supporting a shell (because this is what it is in reality).

The idea of having eyes or other distinctive attributes was not dismissed altogether, but kept aside as a way for players to customize their Egz…

The moment to name it came. “Oh, but it looks like an egg ! And it has legs too ? Let’s call it… Egz with legz“? Or simply put, “Egz“.

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Creation of the Universe
One of the main problem encountered while creating the universe was that… I didn’t think about its story, and its background held in word : “organic“.

At first, and in order to differentiate it from the other games, I strongly decided against using a “tile system” level, like in “Mario Bros”. Instead, I decided I would forget about all the technical constraints and that I’d simply draw what a level would look like.

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But there was still a huge lack of “style”. That world could have been in any other game. A new attempt was done, by removing details, stylizing the whole thing by using geometrical shapes.

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This angular / low poly style was about to become the right one. To the point where, at the time, I had it colorized, vectorized and even integrated in some kind of early prototype (lost today), developed with Flash.

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And yet, something was bothering me. The “low poly” style was beginning to be a huge thing at the time. But I was already bored with it. It didn’t feel like it had my touch. And since I was trying to do something original… Given the fact the Egz are round-shaped, the idea of drawing all the universe with curves dawned on me. I was thinking about all those games: “Worms“, “Patapon!“, “Loco Roco” or more recently: “Tiny Wings“…

Finally, the word “organic” came back and progressively made sense. I started drawing curves, rounds, and the “cell background” became more and more important.

01-Universe

Once the main characters set, all I needed to do was to stage everything and release a video that would allow me to get a glimpse of the future gameplay and finally use it as a demo? to search for “indie dev pals”…
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