Sprite Works Part 2 - Ander, Vector Sprites
2/06/2011 07:22:00 PM | By Rene - 2 comments

What could I possibly do? I'm nothing like you... I can't save anyone.
-Ander, in confidence, to Visha

As part of Bijoux Red's re-envisioning, all of our sprites and assets are receiving a complete overhaul. On top of redoing our combat system, menus and gameplay from the ground up, we've decided to take advantage of the Flash development environment by exploring vector art for all of our assets. Personally, I'm hesitant when it comes to vector art in Flash games. The results, however, are something that we're really pleased with.

Main character Ander's new look and idle animation.

Thanks to our new vector sprites, we've started exploring different camera techniques to use in combat, such as a dynamic zooming camera and larger sprites for more epic boss battles. Without requiring different assets, we can zoom out to pit Ander against a large boss or simply display him at his regular size against an average opponent.

Ander from afar...

...and from up close!

Despite the obvious advantages of vector art, it was important to us that we find a way to work in vectors that matched our image of Bijoux Red - how it should look and feel as a game and as a world. Our goal has been to build on and improve our previous work with Bijoux Red, and designing this new style has been a natural and integral part of that process.

So far, we've completed three or four different sprite sets with more on the way. A prototype for the new combat is also in development, for which we're looking for playtesters. More or less, a team has been assembled. I'll try not to inundate with progress updates. The less I say and show now, the more we can show off over time.

Rene Shible
Director - Bijoux Red

Previous Post
Managing Your Units! Part 3 - The Team Menu
ARC Combat! Part 2 - Crash Attacks
Playable Demo - ARC Combat Tutorial
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Managing Your Units! Part 2 - The Unit Profile
Cipher Guild and the New Illustration Style

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