MORS
Credits: Alondra H. Polanco (Sound Designer), Evelyn Fu (Character Artist and UI), Kareem Wellington (Programmer),
Kevin Hong (Environment Artist), Monika Ortiz (Programmer), Samantha Trejo (Narrative Writer and Producer)
- to be continued -
Credits: Alondra H. Polanco (Sound Designer), Evelyn Fu (Character Artist and UI), Kareem Wellington (Programmer),
Kevin Hong (Environment Artist), Monika Ortiz (Programmer), Samantha Trejo (Narrative Writer and Producer)
- to be continued -
Play MORS on itch.io: https://karmwelgon.itch.io/mors
⊹ following images provide spoilers, scroll down at your own risk ⊹
Willow (Scene 1) Sprite Sheets and Animations
NPC 2 Frame Animations
Puddle
Mossie
Clover
Ferreti Ferrari
[4] Chicken
[4] Sick Cow
[2] Sick [1] Dead Sheep
[3] Dead Pig
Scene 4 Fish Bobbing Animation (BTS Ferrari No Cap)
MooMoo
Game Interface
Scrolling Credits Scene
Example Dialogue Frame and Background
(Willow Scene 1)
Willow & NPC Dialogue Icons
E Button
F Button
Feather Icon
Controls & Volume Page Return Button
Slider
Full SFX and Music Bar
Mini Menu Gear
Inventory Asset / UI
MORS Playtesting Feedback & Notes [By Kevin & Evelyn]
₊˚ ✧ ‿︵‿୨୧‿︵‿ ✧ ₊˚
「 Blue = Art 」「 Green = Narrative 」「 Magenta ✨ = Sound 」
make player talk to npc before moving to next scene
make it a condition that players must interact with the NPCs in their respective stages before they are able to move on to the next phase
have the sprite walk out of the map when they try to move to the next scene
open that part up so they can walk out of the map and put the collision box outside of the map in that area
add transparency to trees (gets stuck to fence behind tree)
when walking behind an environmental asset such as a tree or a building, the asset should become transparent so that players can see where they are going
glitched screens - on mac and windows microsoft edge idk lmao
causes weird black boxes to appear and block up most of the map
occurs in stage 3 and 4
add new narrative, can we all have a group run through cause yall dont check it “> . >
whole narrative basically changed, and i think it does need to be more idk immersive or somethin
apply the pixel particle effects
makes the atmosphere more immersive and interesting to look at
water and cloud shadow animation
duck sprite - starts at 5-6fps and as it gets tired it becomes slower
sprite sorting - animals and plants (might be more when npc’s become non collidable)
stage 1 - cows
stage 4 - tree and rock on the right (idk if this been fixed)
remove collision
easier for players to move around the map without being blocked by the sprites
especially noticeable in stage 2 with the slugs and stage 4 with Ferrari Ferreti
sprites that should have their collision removed: NPCs, farm animals, back of signs, back of bench, back of fences
make sure the duck is still behind objects when standing behind them
add e indicator in textbox
makes it more intuitive as players can easily figure out what button to click without having to pull up the controls panel as often
some players just skip to gameplay and text starts
textbox background not aligned right
in dialogue adjust the mini menu sunflower below dialogue box
edit text spacing and placement
maybe make a new font, the apostrophes mess up the spacing
when ending dialogue make a gap between when they can talk to the npc again (if they have like a small message after) so players can leave - problem with all npcs
some of the narrative placements are weird
issues with positioning of UI/UX assets and overall map between Windows and Mac
title screen un-hovered text is blurry, don’t make it bigger when hovered over
addition of a quest list? or text additions to remind players about what to do
screen transition - grass floor blurry (scale up bigger to its appropriate size, slow the animation) and the duck is floating
desaturate grass/dirt in each scene transition
check volume settings mid-game, last scene volume settings didn’t work?
optional (but you know its not): apply smoke sprites for willow’s house
move inventory bottom right - test placements on mac as well? idk..
can get more water from the river, can also refill the bucket from the trough
walking up to the spawning point sends them to the last scene
fix bridge collision, left side of broken plank is walkable, can walk up next to ferreti
fish sprite didn’t need to be separated, just place the 5 fish on the screen
ferrari wiggling left and right a bit and animation is too fast -> 1 fps
narrative: maybe player can interact with parts of the farm like *sigh mebe time to sit on bench*
add dialogue about the bench (i feel the current one in the game is a bit weird)
Environment Assets by Kevin Hong
Scene 1
Scene 5
Scene 2
Scene 3
Scene 4