This week I worked on more sprites, including redoing some of the initial sprites, making the player sprite, and creating the background sprite. Learning from my previous mistakes, I redid some of the art I previously made, and adjusted them to fit more of the theme we were going for this week.
I decided to improve and begin animating some of the sprites, including the player, torches, and the enemies. The player needed to be animated to symbolize the direction the player would be walking, and when they were standing still. The torch was retouched and began the process of animating them to add some detail and realism to the game.
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| Player Sprite |
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| New Torch; partly animated |
Similarly to last week, my tendency for perfectionism when working on art took over and again, made working on these sprites take longer than expected, especially when animating. It does work to my advantage at times though, as it made the sprites look much more pleasing and not rushed.
| Player Walk (WIP) |
For my player sprite, I used Stardew Valley sprites as reference for both the general shape of the player as well as the walking animation. I not only referenced official sprites for the game (namely the base player you get when beginning the game), but fan made sprites and mods. I felt that Stardew Valley's sprites had the right feeling I was going for, and the right shape even if the game is very different from Light the Way. In the future I will leave more time to detail the player more, as it feels a bit flat (even for a 2D game). For now, it will work for the prototype.
In addition to these sprites, I was tasked with figuring out the consequences of the game. Last week we decided to add an HP bar and lives system - players would lose health when encountering certain obstacles like enemies. When that HP bar hits 0, they will die and respawn up to 3 times. This is their 3 lives. Next up on the list, we will work out what numbers would work for our game, and what players will encounter that will count as damage (i.e. falling in a pitfall, staying in the dark too long, etc.)
I also worked with Matthew and Amir to playtest the level to make sure it functions both when exported as a .unitypackage, and a playable executable file. It was an issue that came up during our last playtest session in class and I wanted to avoid that for the next playtest, so we agreed to playtest as Matthew worked on it so we could make sure we had a functional game to present to our playtesters.
Some issues I ran into was spending too much time on one thing, and not enough time on another. I think I could have split my time better and ended up with a better product in the end. Since the points system was implemented late into the sprint, I was unable to really gauge how much time a task will take me. Next sprint, I will utilize the point system to my advantage and delegate my time much better.
For my next sprint, I will begin to animate the rest of my sprites, and continue to update the sprites. I will also be adding a front and back views to the player sprite, so that players have a better idea of which direction they are facing. Additionally, I will discuss with my groupmates about implementing powerups and starting to create the concepts and designs for them.





