May 10, 2017
At first, I was trying out new forms of UI, which I personally liked visually, but unfortunately their functionality suffered in multiple cases, so I decided to instead go for already established designes.

Since the UI contains so many elements it was important to figure out how the design would work accross the entire game while keeping it visually consistent. Our greates inspiration was Dofus, technically a predecessor of Wakfu, which uses stone-like blocks as the framework upon which other elements are placed.

Dofus
The process invovled a lot of sketching to make sure we get all element we want to communicate to the player in there.
May 10, 2017
Never really bother asking why, but since the first they my friend and I started working on the game, bunnies were the enemy we were going to fight.
At first the chocolate bunny was just me joking, but my friend liked it and decided to keep it as a rare type of enemy.
When I had some spare time I quickly made grass that could be put on top of tiles to make things a bit more lively.

March 22, 2017
For a couple of days I was working on a tree sprite for the game. I sketched out a few different tree shapes before I decided to work on one that would only cover one game tile.

I had a hard time figuring out how to draw the leaves and in the end settled for a custom leaf-shaped brush.

Since I wanted to be able to reuse the tree’s assets to make multiple variants of the same type, I made each of the branches individual along with the leaves of that particular branch. That allowed me to try different leaf sizes. The left is the original, the middle is 125%, which is preferable, and the third one is 150%, which feels as too much. In the end, I could also use a combination of these.

Initially, I intended for the trees to be animated in the game. The problem, however, is that each unique tree would need its own set of frames. The size of the game would quickly blow up, and it would take too much time for what it’s worth.

March 21, 2017
In a spare time I tried drawing a fence, but it somehow doesn’t feel right to me. We probably won’t use it in the final version of the game.

March 21, 2017
I used the stone floor of the water tile and transformed it into an actual stone tile. I also created a completely new tile with only dirt. I then removed some of the stones from the stone tile and made a transition tile between the aforementioned two. To make it all a bit more lively I also made variants with a couple strands of grass.

Since I now had a dirt tile I used it to create an alternate water tile too.

March 21, 2017
Wanting to add a new type of tile I started with water, which could be used not only for in-land water elements like ponds and rivers but also for the edges of the map.


March 20, 2017
I drew four most important frames of the running animation based on the sketches I did. The movement is not very fluent, but since the motion will be quite fast it won’t be as noticible, and as such it’s enough for now.
