top of page
site-templates-subheader.png
Lírio 
abertura-02.gif

A game about making potions, helping people, and dealing with your feelings

This was a really cool little project that I did in the first semester of gaming college, done in a group, with scriptwriters and the like, so here I'm going to show the part I developed, namely design, animation, illustration, and a bit of game design

​ “When everyone in a forest village is petrified, the closed-off lily elf finds himself lonely, and must discover a way to save those he has slighted his entire life.”
 

This introduction was written by my groupmate Gabriela Barbosa who basically summarizes what the game is about, it was designed for the PIM of the first semester in the Belas Artes games course.


I really liked the final result we delivered, so I decided to put here the artistic parts I designed for the game, which was initially supposed to be a redesign of Harvest Moon on the SNES. would be a game where you are a young antisocial elf who finds himself in an unusual situation and must cooperate with other people to be able to move on with his life (or not), and to do so you need to explore, find magical items, make magical potions and get to know understand even more magical people!

And let's opening

Drafts of the starting area


I tested some models of houses and towers for the old alchemist and his grandson, some of them depended on the type of map we would use for the initial phase, so we chose the tower, it has a cool shape, two floors and looks like a big mushroom.

There in the corner you can also see the first draft of the greenhouse, a place where some items would be planted.


Below I will put the final versions both inside and outside of the buildings.

Alchemy!

 

It was complicated at first, we needed to do something that fit the deadline and required some level of difficulty, after some tests I came up with the idea of using elements to compose each potion, so each of the items would have a type of element and each villager would have a favorite item that needed to be used in their potion, thus making the player play an order game with the components to get the right potion, on the right is the inventory and the alchemical bench, and below one of the menus, with the book of potions explaining each item that would be found during the journey.

Drafts, more drafts and visual concepts

mapa.png

​The initial map of the game, the initial phase of the clearing would lead to other areas that would be shown little by little to each NPC restored to life.

Some sketches for the main character and his cat


I used the one on the left because it was easier to animate because of the poncho, but I really liked the sloppy version and for the outfit that looked like an opening flower, the cat was also thought of having other versions, but it's much more difficult on the pixel hehehe

The first drafts of some NPCs

As expected from a game about planting things and harvesting various items, we also had several NPCs, many others that were written, but as I said, I'm just going to focus on my part here and show the drafts of some that would appear at the beginning of the game. each of them would have a function to be unlocked and a favorite item to be used in the potion.

Assets, assets and more assets!

This was one of the parts I most enjoyed doing, it was the first time I made these compilations of frames that I always saw around in folders of games I liked, I really enjoyed the end result even though many of them were made in a rush..

And the end of the demo

This would be the final scene of the demo and the opening scene of the game, until then it would just be a tutorial to understand the basics and then begin the adventure.

Thanks a lot for reading this far :]

site-templates-rodape.png
bottom of page