First Person Challenge - Saboteur

First Person Challenge - Saboteur

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First Person Challenge - Saboteur



user
Title: First Person Challenge - Saboteur
Pixel Artist: stopa  (Level 1 Intern :: 150 points)
Posted: 2/13/2011 20:54
Palette: 23 colors
Statistics:  3 comments    0 faves    0 avatars

 My idea for this game was a sort of first person retro version of games such as Just Cause and Grand Theft Auto.

The player takes on the role of the Saboteur, an expert for hire equipped to generally sabotage enemy operations, or possibly government facilities etc, whoever is hiring him.  At the bottom is radar, health, armour and weapon/ammo.

I tried to use an older style first person stats bar down the bottom, with a few colours and numbers to really get the point across at a glance.  There's a compass being a free-roam game too.

I figured since vehicles would be frequently used to do things but werent the focus of the game, a really simple, limited cockpit was sufficient.

I wanted to add more to the ocean (oil tanker, boats etc) but I felt it crowded the picture that little bit too much as well as ruined the serenity of the dusk setting and sunset behind the horizon.

This is my second PA and I'm looking forward to hearing some critiques about where I can improve and on what works/what doesnt.


Weekly Challenge: First Person PixelsWeekly Challenge: First Person Pixels

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user
stopa (Level 1 Intern) @ 2/16/2011 16:59

 Thanks for the comments guys,

I'll give the hands and ocean another shot once the weekly challenge is over, I think i understand what you mean and it should look a bit better once it's changed.


user
JoaoDubau (Level 1 Rookie) @ 2/14/2011 17:26

 Belas cores


user
A.B. Lazer (Level 3 Private Eye) @ 2/14/2011 11:58

I like this picture, it has the feel of old cockpit simulators. Shilouettes are spot-on.

Hands could use better colors and better shading. For example on right hand it looks like light goes both from front and from left. Large flat colored areas on both hands looks.. flat. I don't know exact cure, but there should be, so check how hands were rendered in Wing Commander and various simulators.

Gradations on the ground. They meant to represent perspective, so closer area to viewer, bigger it should appear. Farthest areas are condensed to mere lines with height of one pixel.

 


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