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Steam News13 November 20241y ago

Undead West: Devlog #10 - “The Art of Undead West”

Hey, We’re getting closer to the release of Undead West, and very soon everyone will be able to embark on their journey to the Wild West—filled with cowboys, whiskey, and dangerous enemies waiting for our hero.

In this update3

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Full Undead West update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey,

What changed

0 fixes2 additions2 changes0 removals
  • Gameplay
  • Store
added💀 SpritesThen come shadows, details (which are usually only a couple of pixels themselves, intended to imitate the idea of something like nails in a crate, or a nose on a 5x5 pixel face), and when the sprite is all cleaned up it usually gets copied and pasted a few times to play around with variations: alter this, change the color of that, erase one pixel here / add one pixel there and finally I choose my favourite version to take into animating or import into Unity, usually as one big spritesheet consisting of ten-twenty or so sprites to get sliced into individuals in the game engine.
added💀 SpritesAfter the first few concept sprites of the player character, NPCs, some enemies, and environment tiles, I added a bright red to the color palette as a way to make a handful of objects (like fire) stand out, especially using it for enemies and enemy projectiles. The player outfits are also an exception to the black and white rule, giving the outfits bright vibrant colors helps the player easily see where they are on the screen versus all of the enemies and also makes you feel unique.
changed💀 AnimationAnimation is often the most time-consuming process of working on enemies and bosses to put in the game. When a sprite is done, it gets it’s own canvas and animation tags which cover a handful of frames for things like spawning, moving, attacking, and death. The short animations are about 8 frames long that loop continuously, you’ll see this in animations such as idling, while unique animations like special boss attacks can be 20 to 60 frames in length.
changed💀 AnimationFor some animations, it’s easy enough to rotate parts of a sprite - then clean it up so it doesn’t look messy - to achieve the effect you want. In retro-style games like this, an idle animation can be as simple as moving

Undead West changes

  • Roguehero
addedThen come shadows, details (which are usually only a couple of pixels themselves, intended to imitate the idea of something like nails in a crate, or a nose on a 5x5 pixel face), and when the sprite is all cleaned up it usually gets copied and pasted a few times to play around with variations: alter this, change the color of that, erase one pixel here / add one pixel there and finally I choose my favourite version to take into animating or import into Unity, usually as one big spritesheet consisting of ten-twenty or so sprites to get sliced into individuals in the game engine.
addedAfter the first few concept sprites of the player character, NPCs, some enemies, and environment tiles, I added a bright red to the color palette as a way to make a handful of objects (like fire) stand out, especially using it for enemies and enemy projectiles. The player outfits are also an exception to the black and white rule, giving the outfits bright vibrant colors helps the player easily see where they are on the screen versus all of the enemies and also makes you feel unique.
changedAnimation is often the most time-consuming process of working on enemies and bosses to put in the game. When a sprite is done, it gets it’s own canvas and animation tags which cover a handful of frames for things like spawning, moving, attacking, and death. The short animations are about 8 frames long that loop continuously, you’ll see this in animations such as idling, while unique animations like special boss attacks can be 20 to 60 frames in length.
changedFor some animations, it’s easy enough to rotate parts of a sprite - then clean it up so it doesn’t look messy - to achieve the effect you want. In retro-style games like this, an idle animation can be as simple as moving

We’re getting closer to the release of Undead West, and very soon everyone will be able to embark on their journey to the Wild West—filled with cowboys, whiskey, and dangerous enemies waiting for our hero.

For now, you can still download a free demo of the game and put your skills to the test.

This week, we’d like to share some behind-the-scenes magic happening during the development of Undead West.

💀 The Art Process of Undead West

The art of Undead West is created with Aseprite, a program that is specifically designed for drawing and animating in small canvas pixel format. The main character is 17x26 pixels in size and the environment is drawn in 16x16 tiles to maintain proper scaling. The decision to create the art for the game in a 2-bit black and white color palette was intended to provide a ‘retro’ impression similar to games like Downwell, Minit, and even all the way back to the original first of the genre, Rogue, as well as both time-efficient and challenging in it’s limitations.

💀 Sprites

Undead West sprites are often first sketched out in physical form as a concept in my artbook, which helps get the ideas out and down on paper. Next in Aseprite on a black background, the sprite - whether it’s a boss, enemy, or environmental object - is roughly blocked out in white to get the general shape or pose, usually with the sprite of the player character next to it to make sure that the scale of the sprite will work coherently with the rest of the art assets in-game.

Then come shadows, details (which are usually only a couple of pixels themselves, intended to imitate the idea of something like nails in a crate, or a nose on a 5x5 pixel face), and when the sprite is all cleaned up it usually gets copied and pasted a few times to play around with variations: alter this, change the color of that, erase one pixel here / add one pixel there and finally I choose my favourite version to take into animating or import into Unity, usually as one big spritesheet consisting of ten-twenty or so sprites to get sliced into individuals in the game engine.

After the first few concept sprites of the player character, NPCs, some enemies, and environment tiles, I added a bright red to the color palette as a way to make a handful of objects (like fire) stand out, especially using it for enemies and enemy projectiles. The player outfits are also an exception to the black and white rule, giving the outfits bright vibrant colors helps the player easily see where they are on the screen versus all of the enemies and also makes you feel unique.

💀 Animation

Animation is often the most time-consuming process of working on enemies and bosses to put in the game. When a sprite is done, it gets it’s own canvas and animation tags which cover a handful of frames for things like spawning, moving, attacking, and death. The short animations are about 8 frames long that loop continuously, you’ll see this in animations such as idling, while unique animations like special boss attacks can be 20 to 60 frames in length.

For some animations, it’s easy enough to rotate parts of a sprite - then clean it up so it doesn’t look messy - to achieve the effect you want. In retro-style games like this, an idle animation can be as simple as moving

Source

Steam News / 13 November 2024

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