Doom Diary 9: Apples & Bananas

The day before we showed our games at The Plays The Thing event I had only taken pictures of an apple, banana, and a tree. I knew I wanted to make two main map areas, a normal space and a magical space. I was showing my housemate the first sprites I made and told her my rough idea of a game and she started to sing the I like to eat apples and bananas song, and I knew that’s what I wanted my game to be. The song is a kid song but I also think its kinda creepy, weird and random so i liked that. In the normal space you eat normal apples and bananas and then in the magical space there are apples, bananas and bushes with eyes and dancing trees.

These were the final clay models I used. 

For the map I drew out an apple and banana because that’s my favorite type of map making . 

I kind of like how it starts out with the Doom start screen, but then you just pick fruit…

3 thoughts on “Doom Diary 9: Apples & Bananas”

  1. Going through with the clay model to sprite process worked really smoothly, the sprites look really good! I have not been in class when we previewed this game at all so it was really cool seeing only the finished product at The Play’s The Thing showcase on Thursday. I also really enjoyed the subtleties in watching your trees move and the satisfaction of picking the fruit. Great project!

  2. I love how the googly eyes turned out! I think that making all of your sprites out of clay gives the entire game a really cool and unique look. I also just really like the peacefulness of walking around and picking fruit as well, and I’m glad you stuck with your signature of making the map into some sort of drawing! I think the apple and banana were a good choice because they tie in your whole look/ idea.

  3. This texture work made the level incredibly engaging. Using a 3D consideration for your sprites fit with DOOM’s “fake 3D” sprite aesthetic, demonstrating the strongest aspects of the rendering engine while maintaining an artistic vision. Your projects have been some the most unique, yet fleshed-out, throughout the course, and this feels like the culmination of that. I hope you continue making games, the amount of effort and detail you put in sets your work apart.

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