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Thanks for the crits.
Yes maybe the dark blue on the walls will be the walls needs to do the difference, i will try that in the next mockup ;)
About the HUD, actually is provisionally for all the mockups i made.
THe character is made by DawnBringer for other image, and i added with his permiss to the scene(I'm not a spriter). BTW, the game will have humor with some cartoon touch, no pretends to be a serious game. The characters desing still not defined. This is simply to see the complete scene for the most aprox gameplay.
This is really shaping up into something I want to play! The stone texture is so good, it dominates these mockups.
Quick crits:
It would be nice if the walls could use different values or something to pull them out from the floor.
The HUD is pretty generic -- there's nothing about it that says "fantasy world." Maybe some stone reliefs on medieval cathedrals would be a good source of inspiration for ornamentation.
The character is too cartoony to match the style of the rest of the mockup. He doesn't have the value range of the other objects (no black shadows to white highlights). As a result, he doesn't visually pop like he should.
I want to make tiles like that! >.< Please do a tutorial for detailed tiles! :)
Update: Dafuq!?! How did this happen I gave too much AA, it doesn't even look like pixel art! :/ http://i.imgur.com/3PVWN.png
I really like your work with lighting in these pieces. Very nice job.
It looks like good game. In what 'language' do you create game? I'd like to play this game if it'll done. Good job
main character could probably use more contrast to better differentiate him from the BG. The perspective on the chest and boxes also is a bit flat. Perhaps some darks on the side facing down, if that makes sense...
Other than that, it's one of the best looking top-down mockups I've seen. :)
I think this mockup is beautiful, I adore the stonework, the icons, it's just fantastic. Well done!!
In the second mockup, the tops of the walls at the bottom of the image look very strange above those large bricks. I'd suggest either making the segments line up with the wall, making a new wall that fits the tops, or not including the outside wall at all (as with the first mockup).
I also think your room exits were better in previous mockups where they were a uniform 2 tiles wide in each direction.
Finally, I don't think the 2x2 floor tile works very well (at least the way you're using it). It could work as a centre piece or as a "fake" floor that drops you in a pit after stepping on it, but as a randomly placed tile variation I don't like it. An entire floor of large tiles could work as well.
Amazing texture!