Cloud Buster
Cloud Buster is a fast paced 2D platforming experience, with an emphasis on bright sprite based cyberpunk aesthetics. The player navigates across the rooftops of futuristic cities with their advanced mobility, building up their score, and evading dangerous robotic enemies.
Playable build:
Credits
Programming - Sarita Sou
Art direction & asset creation - Andrew Qiu
Art direction/documentation - Adam Pacheco
Level Design - Jordan Zugelder
Documentation - Jenna Seong, Jordan Zugelder, & Sarita Sou
Responsibilities
- Ensure concept sketches are available to be used in feedback loops
- Ensure tile sets are delivered on time
- Ensure character sprites & animations are delivered on time
- Ensure aesthetic parity between game assets
- Ensure a viable lighting implementation for the game
Preliminary Build & Ideation
Asset Creation & Implementation
Challenges
Much of the game’s challenges came from unfamiliarity with sprite tile sets and animation sheets. However, through the course of the game’s development, the group was able to more intuitively grasp the techniques and skills involved with creating such assets.
Another challenge posed by the game involved the original scope of the game. Due to the original length of the game being too ambitious for the imposed time limit, it became a significant challenge to implement all of the proposed features. As a result, the game was down scoped to around half of its original length, with elements such as enemy variety and unique art being dropped to compensate. For exaample, there were originally 3-4 enemy variants planned, each with their unique attacks and traits. Likewise, the game's original scope of having two levels was downsized to just one, resulting in level two's tile set no longer being required.
However, as a result, the core elements of the game, such as the fluid movement mechanics, and the cyberpunk aesthetic, were able to be further refined with the extra development time this allowed.