Character Development – Size
Day 008 #Panic Room
Day 072 #100DaysOfGameDev
Before I move forward with my view style, I wanted to get a character roughed-in so I can try out actual movement to see which I like better. I am still caught between 2D Overhead and 2.5D Isometric. In both those cases, I also have different ideas on Camera Angle as well. Since the future design of Art Assets will depend on this, it’s time to figure it out once and for all.
The first step to designing a basic character is to determine the size I want to use. This is important because I want a sprite that will be large enough to show some detail but not so big that everything will require hours of work to complete because everything else I create for the game will have to be on that same scale.
Using Aseprite, I set up a Scale Guide to help me determine what resolution I should use. I imported an example sprite that had roughly the amount of detail I would like to use and I then made several scaled-down versions of that sprite to show what it would look like at different sizes.
For my purposes, I think 64px is right about where I want to be. The 32px version was where I felt I would start losing the amount of detail I want to implement and the 16px was just way too small. By going with the 64px-sized model I can design all my assets to match that scale without too much difficulty down the road.