Here is a video of the finished game. Like I said, I wasn't happy with the finished thing, but that's beside the point. Here I show the buildings, some of what the gameplay would be like and you can hear the sounds.
I took the photo I took at work and did this in the video. You can see that I used the clone stamp tool, filters and select colour range. You can actually see me changing my mind half way through when I started to use the blur tool,(time stamp 0;43) I realised this wouldn't be any good so I began to explore. As I hovered over the tools I realised that they would show tutorials. I saw that the clone stamp tool lets you click on one place and it paints the point yours over your image. At 1:21 you can see that I use the smart sharpen filter, this just made the small stones in the texture look more defined.
Tittle screen. I have put my title screen into a room so that it is the first thing the player will see when they load up the game. I have also put my chip-tune song into it so it plays on a loop while the title screen is loaded.
Undertale Research When I was playing through Undertale I decided to do a pacifist run, meaning I couldn't hurt a "monster" in the entire game. The point of such a playthrough is to cause the player to learn about and develop feelings for the "bosses" in the game, who turn into their friend rather than always being the conventional foe. The final boss is an old friend (sorry I'm trying not to ruin the game) who tries everything in his power to defeat you, but in this run, no matter what, you stay determined and continue to try and help him. He keeps attacking you and there's nothing you can do about it, getting to a point your health goes into fractions of 1 (another interesting and unique aspect of a game) This makes the player feel helpless and in that moment I realised that games can make the player feel emotions through gameplay. Many games in the past have done this before. For example, in mega man x (I know I keep bringing it up) at ...
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