For the final week, we decided that we needed new logos/UI for the start screen and end screen. I recreated my Prototype logo with changes and hand painted text for the title screen. The wheel is still reminiscent of a cog, but the sunflower felt more appropriate, especially as we recently scrapped the robot wasp concept due to lack of time to complete unlike the caterpillar enemy. The sunflowers feel more iconic to the game as this is what you are planting to keep enemies from stealing the coins. The particle effects make it feel more magical and imitate the particle effects present in the game.


In-Game screenshot.
The ‘Game Over’ art are surrounded by painted coins (the coins ingame are made by Asa Booth) to represent the coins stolen by the robot caterpillars, with the number of rounds completed. Overall I wanted the colours to be similar to Mabel Corsi’s UI art, which was predominately purple and blue. I wanted the colours to stick out ingame well enough to be clear, because the title art will be on the game background so it needs to stand out.


Overall I think the game visually is strong. I’m very happy with how my collaborations went and how the room has been faithful to the concept art. Drawing all of this was out of my comfort zone because I was not used to drawing more simple cartoonish styles in such a subject matter. I have learned a lot working with other people and will learn from mistakes for next time. The mechanics have improved over time even though a lot of decisions were made late, and all in all it was a fantastic learning experience. I have not done UI before and managed to practice offset textures too, so I will be able to improve that for next time.
For the group, I feel that the scope was initially too big and although I tried to reel it back in, time management was an issue and various aspects of the game were cut. Communication all in all was good within the group, but the deadlines we had were a little too relaxed at times so it meant that a lot of decisions were made late when they should have been made a while ago. There seemed to be a lot of emphasis on visuals, so I was quite worried sometimes that although that aspect was strong, the mechanics still lacked at times. I would have preferred a stricter schedule and feel that hard decisions should not be left. Another thing is that sometimes the workload on other team members was hefty, and others had nothing to do. I personally always found something to do, but some weeks were certainly more relaxed than others. Planning and scoping better would be beneficial for the future, but this collaboration project has been a great learning experience.

























