Devlog #07 Maturing the art style

As we near the launch of project Onelife many things are only now taking their final form. We want to show you the evolution of the art styles we employed in our game. From the first”anything-goes-as-long-as-we-know-what-everything-is” to the “this-game-is-getting-pretty good,-we-need-art-like-League-of-Evil“.

early mockup

This early mockup was a bit trippy to be implemented with a tile based editor (or so we thought) and was more an attempt to get a nice color scheme. Still much to learn…

First Playable

A kind of Atari 2600 look- We wanted a variaty of tiles we could use freely to make up whatever shapes we wanted – columns, grinders, pistons, etc… Bad idea. You not only have to thing of how you play the level you start imagining all sorts of settings. Lego like freedom is dangerous for developers. Limit the scope of everything – includes art as well as features – especially when you” indieing” in between industry day-job crunches.

And we though this would be it

We thought we had enough messing arround with art and this would be it, the final look of our game. But as soon as we tweaked the dashing and jumps, the game felt so cool that we had to give it a facelift. Inspired by the iOS hit League of Evil we redid everything about the game’s look as you can see below.

The change begins (continues)

Latest Mockup

Above you can see the latest mockup. This is probably what you’re going to get in the final release, plus a few tweaks here and there.

Our character has also undergone several changes. From the first simple (we actually thought simpler would be easier – not so) blocky character to our new armor clad pixel hero wannabe.


And there you have it, a quick run down of the visual changes that Onelife has undergone.  Soon we’ll have gameplay videos so everyone can see how the game will play, look and sound.


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