Phaser is a useful engine due to how easy it is to insert java script files to create functions… it also has an intolerance to .svg files, drawing them 10 times as large as their actual size for no reasons apparent. So we are back to using .png file format, the familiar work-horse for artworks.
Conversion from .ai files involve exporting the file out of Illustrator as a .gif, and then bringing it into Photoshop to be worked with. If there is an upside to this setback, it is that sprite creation is much, much simpler as we can count on the objects to stick to the exact pixel coordinates.
The design of the game has also been updated, we are going to use our single button to pick up and drop unconscious convicts (which can be knocked out by moving the player character into them).
Yes, that convict is twice as big as the guard, we are keeping it for comedic reasons.