This area will be dedicated to the different torch designs and uses that the girl character will be able to use in her parts of the game.
These are two designs for flammable torches that I want to use in my game. The first design is my favourite as although it looks stereotypical for a torch, it looks very authentic and will be recognisable thanks to it's design. The other torch is modern design used in today's society and is one that I would consider for later levels, given the theme and design of those levels.
These are three designs for gems and crystals. The first image is a 3D model of a selection of gems. Whilst I like these designs, they seem too bland and boring to be used as one of the main items for my game. The second image is of a real gem with light shining through it. It looks radient and beautiful but the shape makes it look manufactured and it not the style i want in my game. The last image is of real, giant diamonds in a cavern. I love the designs for these gems as they look realistic but natural. However, they look rather lacklustre so I would add the shine from the green gem to them to make the diamonds stand out.
This is a candle and these are going to be very important items in the game. They are collectable items that can be used to light up areas when placed on candle holders, with some candle holders needing to be holding one to open a door or to allow progress through the level in some way. They won't last long and only 5 will be carried.
This is the first of two design sheets for the torch mechanics and designs. As you can see, each item has a specific use and must be used wisely and creatively to progress in each level.
Although there isn't much diference in dynamite designs, I much prefer the first image compared to the second. Whilst the image with the clock is what we have come to expect from action games, it leaves a lot to be desired. It's a tired and ugly design. The first image, however is beautiful in it's simplicity and looks so much more authentic whilst keep the same stereotypical design choices that we have come to expect.
There are many variations of colour and design in flashlights, but I want my torch to be red and have black aesthetic buttons. The main choice I have to make is what kind of flashlight to use; hand-held or heavy duty. The heavy duty would look be aesthetically better but would take away from the easy use that the handheld flashlight provides. I have chosen to use a handheld as I can add a new mechanic of finding batteries for this torch in the levels to use for puzzles with mirrors for an example. 
These are both designs for mirrors that I would like to use. The mirrors wold stand on a pedestal and be adjusted by the girl to suit her needs. She can then shine a light source onto the mirror and use the beam of light to activate doors, blind enemies and so on. Both designs would be changed to look more rural and ancient, the pedestal particularly. 
This is the second sheet of my design sheet for the various light sources found in the game for the Girl's levels.
 
This section of the blog will feature all of my research around the knight's weapons, their possible designs and their interactivity and mechanics.
These are various steel sword designs from over the internet. This will be the knights default weapon that will attack in a stabbing motion in front of the player. I like the idea of the sword having a hand guard to make it stand-out more.
These are designs for whips found on Google Images. I really like the right-most whips design and I will very probably use this design for the whip in my game. I want the whip to be a ranged weapon with a slight delay before use, that can both allow the user to pull in objects and to swing over specific gaps.
 
This section is for any and all enemy design research, my own designs and how they will interact with the player and the environment around them.
These are various designs from over the internet for stereotypical mud, tar and slime monsters. I very much like the designs of these and the possible interactivity they could have in each level, such as putting out a fire when they move over it or using the 'tar' from a tar monster with a torch in some form. I would prefer my own monster to be in a cuter form though.
These are various designs for bat-like creatures, most of which include an eye as the main body. I wanted a flying enemy mainly for the knight's levels as it introduces a new mechanic to the game entirely. I wanted something different yet scary, so I immediately thought of a bat. This was too plain for me, however, and I decided to have a flying eyeball that constantly watches the player. The name for the creature will be a 'Fleye'.
These are various images of giant worms. The left image is a real worm and I want a worm type enemy to look like this if included in the game. The right image shows an artists take of a monster worm, which is very cool but looks too disgusting in my opinion. I want my worm to chase the player through certain levels whilst looking cute but menacing.
This is my main enemy design and interactivity sheet. It features many of the discussed enemies plus a few more including their mechanics.
 
This section is for all movement and interactivity research that I will complete for my finished game.
Here are some 8 bit walking designs from the games 'Super Mario Bros.' and 'Megaman'. Both running designs are very simplistic and only require two actual sprites played rapidly in succession. Both designs are easy to replicate and look effective.
These are the jumping sprites for both Mario and an edited version of Link from 'The legend of Zelda'. The mario sprite is very simplistic and works mostly because of his good design, whilst the link jump looks more fluid and realistic, and will probably be the style I will try to replicate in my game.
Here we have two possible ladder designs and a climbing sprite from the classic NES game  'Ghosts n' Goblins'. The ladders are very nice looking designs for wooden ladders and would be easy to replicate in an 8-bit game. The climb sprite is very nice as it looks very realistic and is the style I want to replicate in my own game.
This is the main character movement designs for both characters. Both characters are able to jump, climb and walk as a default and gain more abilities and restrictions when using torches / weapons.