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November has come to an end and this month’s topic has been visual development. This is the process of establishing the underlying theme and look for the game, and includes everything from environment concepts, character designs and other visual elements.
It’s like putting down the corner pieces of a jigsaw puzzle – by defining the frame we are able to put future work into context rather than hoping it all comes together later. Questions like “what kind of colors are we going to use?” or “what kind of UI will the game have?” can also be answered to some extent at this stage.
In our case, the character designs dictate how the rest of the game world will look, while the game logo established the design language for much of the web content and interface. There’s no right or wrong approach here, and it all comes down to what people think the fundament of their project should be.
From here, our next step is to work towards a key art piece for Legion Hearts. This is a single image that encapsulates the look and feel of the entire game – think of Link overlooking Hyrule in Breath of the Wild, or a soldier standing in front of tanks and planes in Battlefield V. I can’t spoil it just yet, but the initial sketches are looking super nice!
Next Up: Combat
We briefly mentioned our progress on the combat prototype last time, and we’re really happy with the most recent build barring some minor (meaning a lot of) tweaks. We can’t show it off just yet as it’s full of placeholder art, but stay tuned for an overview of the system coming next month. In the meantime, here’s a sneak peek at some class concepts!
And with that, November is officially over. Our devlog this month showcased three characters and the making of the Legion Hearts logo. As always, feel free to drop us a line if you’re curious about something and we’ll try to fit it into an upcoming post.
Kai from Legion Hearts
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