Session 5 Year 2024 Production Project

MOTHER (EarthBound) logo coin” by djhempy/ CC0 1.0

SUMMARY

Role

Character Artist

Intention (SMART Goal) for the Session

By May 10, as part of TEAM 2, I will have evidence of making a sprite sheet for the main character by following a pixel art tutorial by Brandon James Greer for Session 5.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Pixel Overload

Pixel Overload has been doing pixel art for multiple years and has worked in multiple programs. He provides not only videos of himself doing pixel art but also tutorials that inspire others to follow suit.

Primary Source

The trailer for Mother 3 for Nintendo Switch Online is my main inspiration. It shows the glorious sprite-work for all of the game. The reason I chose this trailer over other ones is due to this is the official trailer. Although many of the other ones showed off cinematic scenes in the game, the official one shows off more gameplay, which I feel makes the person want to play more. They want to know why there’s a weird, mechanic gorilla, or why some snake is hanging on a ladder.

Secondary Source

My second source is the Undertale trailer. I find this one unique as it focuses on the humor of the game, adding more entertainment to it. People would want to play it because it gives them a laugh, it’s funny.

Training Source(s)

0:09 What is animation?

0:34 How to start off with animating

0:50 Why do most animations run at 12 fps

1:01 What animating on 2’s is

1:19 Determining speed

1:55 Planning is useful

2:23 Outlining basic features of a character, then putting the “skin” back on them

2:30 How to outline a humanoid character and fabric/cloth

2:48 Bouncing ball

3:33 Weapon Attack

4:34 Easing in and out

5:13 How to sub-pixel animation

6:12 Don’t restrict a character’s movement!

Project Timeline

Pre-production Milestones

  • Make a Trello board
  • Make a flow chart
  • Get a general grasp of what we intend to make

Production Milestones

  • Create the mechanics for the game
  • Decrease the points on the to-do for each scrum
  • Make a functioning volume bar (This thing is crucial)

Post-production

  • Reflect on the experience
  • Evaluate myself and my teammates’ work
  • Prepare for the next session

Proposed Budget

A budget will be completed during Session 5, 2024

Pixel Artist – $21 an hour

Level design – $21 an hour

U.I. – $20 an hour

Sound/Music – $37 an hour

~$100 an hour

Evidence of Team Planning and Decisions

Place screenshots of the following…

Trello Board

Storyboard (FILM) (with comments for each role) OR other planning documents like sketches, flowcharts (GAME DESIGN), etc.

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

Jumbotron

Skills Commentary

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

Often a problem would come up in the game, such as a dialogue box not working when near the border of the map. In this case, a creative solution would be implemented, such as putting it on a parallax 0% layer to ensure it would always be over the camera. Such solutions required critical thinking from all of the team, along with some innovative problem-solving.

Ways of Working (Communication & Collaboration)

For communication, we all set up a discord group chat to communicate with each other outside of school. We collaborated, letting others know who was working on the game currently, to ensure that large progress would not be saved over small changes.

Tools for Working (Info & Media Literacy)

If there was an issue we could never get past, a common solution was to look up a tutorial on YouTube. I often found myself doing such, but along with finding a solution, I would also found an easier way to do stuff for other parts of the game, such as the Run Function piece of coding in Construct 3.

Ways of Living in the World (Life & Career)

Production on this game helped me realize the full impact that everyone has on the game. Finding myself working outside of school till one in the morning on most days let me see how much my input on the game mattered. In contrast, my teammates didn’t work much outside of school, so occasionally I would take their place, as most of the sprites created were not of high quality. They granted me permission as I worked on them throughout the night.

Reactions to the Final Version

“I like the robust style of art, and you seem to have some mechanics down… [However], time could be spent in other areas like a shop.” – Advisory Member Hunter Deloney

This indicates that although the art was great, some of the time put into other areas could have been spent otherwise.

Self-Evaluation of Final Version

In total, the game could have been better. Honestly, though, I’m proud of what we accomplished. Even if there was no functioning menu system, we made a walking character, tons of great sprites, a fully functional battle system with health, a way to track money, and tons of RNG factors. I would say this was a great learning experience for me.

Grammar and Spelling

Grammarly

Editor

Mr. Le Duc

Zachary attempting to defeat a parasite taking over the world pitch

LOGLINE

  • Zachary is fighting against the various forces of parasites to save the world

PROTAGONIST 

  • Our protagonist, Zachary, is a middle-aged teen from the quaint town of Padstow. His straight and sleek dark-brown hair. He prefers a colorful clothing style despite everyone else in town disregarding it as silly. He lives on the outskirts of town with his father, where the lengthy time away from his older sister keeps him in constant sadness. He loves taking walks at night, contemplating things in his life.

PROTANGIONST CORE WOUND / MOTIVATION 

  • After his sister’s lost attempts to find a solution for the rampant cancerous parasite, Zachary undertakes the responsibility for the town, as the parasite grows ever more rampant.

GENRE

  • This game will be a JRPG, with a lot of story, but less on the grinding scale.
  • My influence is mainly based on the Mother series, primarily Mother 2 and 3. I love both of these games, and it has always been a dream of mine to make an RPG similar to them with a storyline that hits the player hard.

INFLUENCES and EXAMPLES

  • Shigesato Itoi (Creator of the Mother series, along with Nintendo.)
  • Chapter 6 from Mother 3 is short but includes a lot of moral implications. This is where Lucas stumbles through a field of sunflowers, only accompanied by his childhood dog Boney, and is confused after falling out of the sky at the end of chapter 5. There are no enemies, and no items, but an occasional flashback to Lucas’ past along the way. After a few minutes of walking to peaceful music, his dead mother, Hinawa, appears as a ghost, reminding him of the tragic events in his life, and how far he’s come, and to provide a comforting sense of hope. This is meant to inspire Lucas before the large events of rising actions in chapter 7 leading to the climax of chapter 8 and serves as a reminder of how much someone can achieve, even after life-altering events, a calming reminder to never give up, no matter how hard the journey seems. Despite seeming out of reach, Lucas keeps chasing after her, hoping to enjoy one last time with his mother, eventually coming to a cliff with her floating above the drop. Desperately, he jumps. Luckily for him, this leads to a haybale stack set up by numerous side characters, who had “a feeling” they were supposed to put it there.
  • Although I highly recommend either playing through this game or at least watching some videos about it for a deeper understanding of the story, this is the part in chapter 6 I was talking about.