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Quality Assurance (QA)

Pol Bosch

Characters

Animations

Characters animations are based on the original game: Final Fantasy Tactics Advance. The original game has isometric perspective but ours has top-down and the players have free movement. The run animations for the diagonal movement were the only animations that I didn't make. The rest were made from scratch (following the references of the diagonals).

This is Wendolin

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This is Trakt

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This is Simon

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This is Meliadoul

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Sprites

Sprites had to be remade (obviously), well ordered and brought to Tiled. We used Tiled object layers for all the animations (not only the character).

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Map

Tilesets

For the tilesets I used as reference the maps of the original game, that again were in isometric perspective. We decided that we would have 4 different types of terrain: Ground, Water, Walls and bushes. And also 4 different theme maps: planes, snow, dessert and lava/cave. (The bushes didn't make it to the final game since the idea was discarded)

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Automap

Using Tiled to make the maps so then they could be read from code was key. But also our maps had to be tested eventually, for balance and fun. So I decided to use the automap tool from tiled. Using only 4 different tiles to make a layout of the map and then pressing only one button (A), all the borders between water and ground, walls, the shadows, the corners and junctions, the bushes and the correspoonding colliders were automatically put in place, in different layers, even with metadata.

I can turn this.

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Into this (with clicking only the A button)

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Design

The map was designed to be engaging, not very repetitive and fun to play.

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Particles

Attacks

Wendolin particles for basic and special attacks

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Wendolin particle for ultimate ability

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Trakt particle for basic attack

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Trakt particles for special attack

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Trakt particle for ultimate ability

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Simon particle for basic attack

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Simon particle for special attack

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Simon particle for ultimate ability

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Meliadoul particle for all attacks

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Shield

Descomposes over time so it's not infinite

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Weaponhit

Gives feedback for every hit

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Target

Shows who the player is auto-aiming

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Bubbles

For spawn and despawn of the characters

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Items

Crystals

Give different buffs to the player(movement,life and super energy)

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Spawner

Indicates where the crystals will spawn on the map

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Gameplay

Circles

Differentiate the players

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Death Screen

Makes clear for everyone who is dead

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Arrows

Point the direction of the other players

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Screen saparator + clock

Shows the timer of the storm for all players in the middle and diferentiate the 4 screens from each other

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User interface

The user interface revolves around the idea of being a book.

Start Menu Design

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Options Menu Design

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Map Preview Design

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Champion Selection Design

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Book Transition Animation

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Logos

Team Logo

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Game Logo

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contact

pol.hcsob@gmail.com