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Grimsane
Seaman
Joined: 16 February 2010 Online Status: Offline Posts: 12 |
![]() Topic: Pirate Airship & game project early mockupPosted: 24 March 2010 at 5:42am |
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I really need to get a new internet provider, wanted to participate more here on PJ but whenever i get the time seems i lack the Internet access to do so
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just posted this on Pixelation (actually my first post there lol) and considering how legendary the pixel artist's that frequent that site are i am hoping for some killer feedback,
C&C and feedback from here would be good too ^ ^ and i am working on a game project, here is a rather crude Mockup, i started with a 4 colour palette wanting to do a original GB style game, but soon found myself going into colour, and seems I have no colour restrictions at the moment but i will possibly make one down the track and force the existing graphics to use colours from a palette. this mockup was mainly testing my tileset.
I have a set of animations for the main character, well basic and kinda lame but i am working on it, i have a playable build too i am working on implementing features at the moment its just the basic mechanics jumping collisions and such, nothing fancy yet. oh might add that early mockup was still at the GB rez it's now 320x240. premise: you play as a bounty treasure hunter who flies his starship to locations; ruins, wrecks, ancient dead cities of once prosperous alien races etc. and are given a list of artifacts to recover by your client, if it goes to my plan there will be some RPG elements weapons,handy kit and possible armour upgrades. some loose greater plot elements to tie it together, and possibly some sections later where you are pitted against rival treasure hunters, might work well as multiplayer 'get the treasure first' kinda thing, but i am not ambitious or confident enough to even imply i am going to do a multiplayer mode (unless someone wants to do some net code/or develop a splitscreen plugin for the engine) oh ramble ramble.. *stops* heh
oh if anyone wants to beta test or check out my (really lame and early barely worthy of being called a demo) demo i will upload or send if enough interest is shown, ohh and i nearly forgot, to those who saw and or gave feedback on my robot sprite for my other game project, i am still going to dev that,(even made some fail prototype with mostly placeholder graphics) and opted to put it off until i am more skilled an artist/developer, I was biting off more than i could chew, I would probably have burnt out trying to make such high quality game assets for my first full project, so i am doing something more simple and smaller scale, i will however still be doing more robots and such, just not my main focus right now. Edited by Grimsane - 24 March 2010 at 6:25am |
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jalonso
Admiral
Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
![]() Posted: 24 March 2010 at 7:59am |
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While very nice looking, me thinks the tiles on the mockup are so busy that gameplay would be tough for the brain. One generally wants contrast in pixelart but here I think you should lower the contrast on all tiles so that playable elements read best. Not seeing the playable sprites, this is just a perception crit and I may be wrong. Just keep it in mind.
Watch the perception of pillow shading on the ship, especially the sails. Not that it is pillow shading just that it seems like it is at glance. Defining the lighting more would clean that up. BG seems like a storm so maybe more top lighting??? Edited by jalonso - 24 March 2010 at 8:00am |
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Grimsane
Seaman
Joined: 16 February 2010 Online Status: Offline Posts: 12 |
![]() Posted: 24 March 2010 at 8:18am |
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thanks for the feedback ^ ^ yeah the ship is rather early at the moment couple hours and i need some reference because my general lack of knowledge of ship design is hurting the image, i actually just posted an update on pixelation I'll post it here,
lighting in general needs an overhaul, you may want to look at the Pixelation thread as it is more comprehensive. and about the game thanks for the advice, i realized the background was too busy i even just mentioned that on Pixelation (i ended up posting it there too), also i have as of yesterday already omitted some noisy elements from the games tile/BG set. anyway I'll start posting actual screenshots soon, alot is being changed to adjust to the increased resolution, the player looks rather small but i think it may work to my advantage, and if it doesn't looks like i will have to resprite him... it's actually really early like a few days old and only spent as many hours i can count on my fingers so far, and the overall design and style is still to a certain extent in the air, so i will start posting more material from my game to see what you all think of it. Edit: just a quick update ![]() Edited by Grimsane - 24 March 2010 at 11:29am |
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