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Our first sketch of the title screen's design and our expected buttons.

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This storyboard was made before any design and code implementation, and as such is not fully representative of the finished product!

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Initial UI design. We originally planned on player 1 controlling the ship's movements while player 2 controlled the targeting reticle and a small choice of ship weapons. We also had a small section for statistics and other relevant variables such as player lives left.

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Basic sketches for enemies. At the time, we had been planning on several different stages, each with different levels of enemy difficulty. More challenging enemies would have more health or special attacks. This idea was re-purposed into one stage with multiple enemy types, all of which had unique movement patterns and health.

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A loose example of game play. We knew we wanted a side-scrolling shoot-em-up game with aquatic elements and enemies, wherein players controlled a ship with shooting "guns" and similar weapons.

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Our original plan was to have several different stages, each of which unlocked after defeating a unique boss. Each "level" was designated by its depth from the surface of the ocean, and the enemies and settings of each deeper level would be inspired by actual ocean environments.

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Initially we had a plot that evil penguins were to blame for the ocean's creatures turning violent and attacking the player, so the "final boss" was going to be an evil boss penguin controlling a big robotic lobster. We eventually scrapped this idea, as it felt too mean to hurt all of the cute animals.

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