Jump to content
  • Advertisement
Sign in to follow this  
  • entries
    31
  • comments
    13
  • views
    12463

Building Block Heroes - Characters

Sign in to follow this  
Aggroblakh

1115 views

Building Block Heroes - Characters

I've spent the last few features talking about what lead up to Building Block Heroes, but not much talking about the game itself. So for this feature, I discuss the characters in the game, their abilities, and how I designed them.

Since there are four block colours in the game, the four-colour motif appears repeatedly in the game. The character selection is no exception to this rule, and I designed the characters to represent the four elements, which themselves are represented by the four flavours of block in this game.

Heatwave

Heatwave.JPG

Heatwave is the leader of the Building Block Heroes and represents the element of Fire, as well as the colour Red. I designed this character to come across as dynamic and flashy, kind of like fire itself. For this reason I gave him spiked red hair and popped his collar to make him appear more flamboyant and cocky, kind of like a 50's-era biker or something. The popped collar was actually a challenge when it came time to animating Heatwave's run animation, however.

Run.gif

Although the characters don't have limbs, I still animated their bodies rotating as they run. Not doing this made their run animations more awkward and stiff (with the exception of Dirtbag, which will be detailed below). The popped collar made it somewhat awkward when drawing Heatwave's body from different angles.

HeatwaveAbility.gif

Heatwave's ability allows him to dash horizontally across gaps. He can dash across a gap one block wide from a standing position, and two blocks wide if the player is walking in the direction he dashes in.

Ice Queen

IceQueen.JPG

Ice Queen is the token female teammate and represents both the element of Water and the colour Blue. To emphasize her uniqueness among the Building Block Heroes, I gave her a cute dress and made her walk animation more dainty than the others.

IceQueenWalk.gif

Ice Queen is probably the most difficult character for me to draw because her features are less exaggerated than the others. Apparently this is a common thing among artists - difficulty drawing the opposite gender. The main difficulty was getting the shape of her head right without making her look masculine. I tried to enlarge her forehead and emphasize the roundness of her cheeks in order to prevent this problem.

IceQueenAbility.gif

Ice Queen possesses the ability to create blocks of ice out of nowhere. These blocks act like normal blocks, but are "colourless" - they can be destroyed by any colour of breaker or any chain of blocks. This must be kept in mind when making use of her ability.

Airhead

Airhead.JPG

Airhead is the quiet one in the group and generally doesn't think too much about anything other than flying through the air. Naturally, he represents the element of Air, which is depicted by the colour Yellow because Blue was already taken. I designed him to look like a typical surfer dude, but gave him a winged helmet to emphasize his affinity with air and flight. If you look closely, the wings flap when activating Airhead's ability.

AirheadAbility.gif

Airhead's ability allows him to soar through the air and overcome taller obstacles than normal. Depending on how long the player holds the ability button down, Airhead can leap over barries two or three blocks high.

Dirtbag

Dirtbag.JPG

Dirtbag is the oldest of the Building Block Heroes and is the comic relief of the group. He represents the element of Earth and the colour Green. He was meant to look like a jolly old man, so I gave him bushy hair and a neckbeard. His rotund body and comic relief role made it a bit easier to animate him, because it made it possible to exaggerate everything he does.

DirtbagFall.gif

Dirtbag bounces a lot more than the others when he runs, and his body doesn't rotate in the same way because he basically hops around rather than running normally. His jump and fall animation were also simpler, because he just drops rather than trying to land on his feet the way his teammates do - Dirtbag doesn't give a damn.

DirtbagAbility.gif

Dirtbag's ability allows him to destroy blocks underneath him if he's standing still, or blocks to the side depending on which direction the player is holding. This allows the player to access paths that might normally have been blocked (no pun intended).

Long story short, the designs of the Building Block Heroes are meant to complement each other. The individual abilities of the characters reflect this concept. Heatwave moves horizontally, Airhead move vertically; Ice Queen creates blocks, Dirtbag destroys them. Push and pull. This is to encourage teamwork when playing with two players, and experimentation when playing alone.

I hope this article has been an interesting read! As always, feel free to let me know your thoughts.

Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By blesseddisciple
      So I have a decent amount of JavaScript experience now and decided I was gonna lower my head and start cranking out some 2d games, partly to learn, partly to have fun. Afterall, HTML5 canvas is such an easy and enticing medium. I love the JavaScript implementation of it. But after literally struggling for a week to get basic game functionality working I have had enough of the little stupid bugs that pop up with JavaScript. Don't get me wrong, I still love the language for scripting. I'm just not going to spend 20 mins coding and 5 hours debugging just because the language is crap.
      I've decided to return to my previous endeavor, Java. I like Java a lot and the only reason I haven't pursued more in the way of game development is just for the fact that Java is limited to mobile or PC apps that may never see the light of day unless it's hosted on some obscure Java game hosting website that is populated with 2,000 half developed games that no one will ever care about. BUT, still, I enjoy hand coding and I know C# but don't feel like using Visual studio and I really don't wanna hand code C# on the .Net or whatever. I use Visual Studio for business apps (ASP.NET) but I don't wanna build a game with it.
      So, does anyone have any points to share about why moving to Java for game development is not smart? Besides the whole, "Java is slow" thing. I mean things that might make it harder in JAva to make games vs. in other languages. Please share your thoughts. 
    • By Chug Buster
      Dialogue systems suck. I hate them. I have been working on one for a project and it is just so frustrating! I finally got it just barely working, but it's the most hacked together bullshit dialogue system possible and I don't even really understand how it works. I'm just glad I can forget about it for a while, and work on the rest of the game.
    • By Gnollrunner
      I was tying to figure out what to do with my procedural planets and for an initial step and I wanted to fly a spacecraft in and establish a low orbit around my world starting from some distant point and initial velocity.  I know how to set up the gravity and I think I can pretty much do manual controls that will simulate Newtonian physics. However what I'm looking for is some software or algorithms that let me establish the orbit by controlling thrust in the right direction at the appropriate points in a trip towards the planet.
      So I guess the software would accept something like starting position, starting velocity, desired orbit height (I'm assuming circular for now) , and desired orbit plane.  From there it would give me firing points, duration and trust vectors needed to for the orbit.  To make things simpler I'm assuming infinite fuel. I figure NASA must do stuff like this all the time but I haven't been able to find something solid on how it's done.  Perhaps it's too complex, I'm not really sure, but I thought I throw the question out there anyway.
    • By Ricardo3Ddev
      Hi guys! Our first game (Dongo Adventure) has just been released on Steam! I hope you have fun with the game! O/
      The game was produced by me and my brother for 11 months. We did everything with free and open source software (Blender 3D and Gimp).
      About the game: The game is 3D Platform style, inspired by the classic platform games (mainly 'Donkey Kong Country 2'), bringing all those challenges and fun of the genre. Thank you all for the support! 
      Steam Game Page: http://store.steampowered.com/app/811450/Dongo_Adventure/
      Official Trailer: 
       

×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!