[h3]Hello Everyone,[/h3] Welcome back! This time, I've brought along my fellow team members and we'll be sharing some stories behind Sticker Delight. [h2]How did Sticker Delight start?[/h2] Earlier this year, I (Li) pitched a wholesome game idea about bringing players to reminisce childhood, revolving around stickers and food. Once pre-production wrapped up, the game idea really took shape: play as a child who completes errands to prepare a New Year's dinner for family and friends. Fast forward to now, we're on our way to finishing Sticker Delight soon. Time really flies. [h2]Who's developing Sticker Delight?[/h2] We're making Sticker Delight with following team: - I (Li) am in charge of producing and design, - Riady is in charge of programming, - Cc is in charge of art [h2]What did we explore in the beginning?[/h2] [b]Design[/b] Li: As far as I remember, the first thing I explored was sticker puzzles. I asked myself, "How Might We use stickers to progress in the game?" I played around with stickers and ended up designing multiple sticker puzzles. Here's the evolution of one of our sticker puzzles: [img]https://clan.cloudflare.steamstatic.com/images//45077900/f7739758edce1622061897690948cf5216684dae.png[/img] [b]Art[/b] Cc: My first step was to create the visual foundation for the game. I started by creating a mood board to capture the cozy and inviting atmosphere we wanted to convey. I led the team to brainstorm together for making the mood board. Using that mood board as inspiration, I experimented with different art styles to find the perfect match for our game. It was a fun process exploring various looks until we finally found a style that could represent everything we wanted to convey in this game. [img]https://clan.cloudflare.steamstatic.com/images//45077900/c9d389c89e239e31377818329154acd414a2ed5f.gif[/img] [b]Tech[/b] Riady: Since the core mechanic we wanted in this game was dragging and dropping objects under certain rule, such as "the sticker must cover X area" or "the sticker must be within X area," the first thing I did was create a simple gameplay prototype to cover those aspects. Initially, I struggled with the "sticker must cover X area" mechanic. I thought I needed a complex math formula to calculate the surface area considered "covered" by other objects. However, after some thought, I found a better solution by using many small colliders within the image. When the player drops the object, it checks each individual small collider. If all the colliders are checked, then the object is considered "covered." *** That's it for today's update! Catch you in the next post, [b]Li Producer - Sticker Delight[/b]