By Michael Collins
Welcome to the Kick some Bass log, where this week I will post our concept images for Kick some Bass! They are the result of our early brainstorming sessions for enemies, locations, user interface, and map.

To start, we have a page of enemy concepts based on the blob fish, goblin shark and angler fish. As well as a late game fishing rod upgrade. For starters, I’d like to talk about design choices behind the appearance of these enemies. Going with the abyssal theme, I figured it would be a good idea to give these already nightmarish creatures, more nightmarish. For the blob fish however, it seemed funny to give this fish a more buff and outlandish appearance. The idea was to add a more intimidating foe than would be initially presented. As for the fishing rod, we have plans to make the hook fall faster underwater. As a result, a heavy set hook shaped like an anchor seemed like the perfect upgrade.

These enemies were our earliest concept ideas for NPCs, along with a basic fishing rod for reference. The sunfish enemy was initially planned to be super buff, with a little arch over its fins to give it a solar powered attack. The spike crab is a reference to the spider crab. Seeing as spider crabs are more gangly, with longer limbs, making the fighting version more combat heavy with bigger claws, same range and being protected by massive spikes; it would make for a more intimidating enemy for the player to face. For the final enemy, it’s a pun on the name. It’s a pistol shrimp, holding pistols with a cowboy hat. It is a rough concept and despite the genius behind the idea, may not end up being used.

This final page of NPC concepts features two saltwater reef fish. For the clownfish, it made sense to make it very exaggerated in style and appearance, as well as showcasing the symbiotic relationship between the clownfish and their anemone. As for the other once, a more abstract appearance seemed to fit with its aesthetic. As the creature is very colourful, it made sense to give the fighting form some bioluminescent aspects across its patterning. As for the horns, it made sense to make the prominent features of the creature be used in a more offensive stance.
The next series of concepts concern the overall map idea, and UI elements.

The overall map concept was designed to be circular and easy to use with clear areas pertaining to difficulty. The idea is for the player to walk around this map as a little character, and will unlock other areas as bosses are defeated.

The UI for the map overworld is meant to display the amount of currency the player has. This, as all these concepts are, are subject to change.

We though that this would be an effective use of fighting UI, as it is simple and effective at giving the players the information they of their health bar, as well as the enemies health bar.


The final concept is for the fishing UI. Once again, easy to read and effective at giving the player the information they need to find the fish or use powerups.