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Mr_Hk_
Midshipman
Joined: 04 March 2023 Online Status: Offline Posts: 39 |
![]() Topic: Dark Soul, beat em all DemakePosted: 30 January 2015 at 6:03am |
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hey !
After countless years browsing pixeljoint, i finnaly post something here. So here is my first project here: A dark soul 1 demake, trying to focus on thinking about a slow paced beat em all, sugest game mechanics, but remains illustrative (i want to avoid tiles and sprites, a street fighter kinda look). 640x360px 62 colors Any feedback would be great, my eyes are bleeding right now... |
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jalonso
Admiral
Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
![]() Posted: 30 January 2015 at 6:30am |
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Looks good.
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RebeaLeion
Commander
Joined: 04 October 2017 Online Status: Offline Posts: 321 |
![]() Posted: 30 January 2015 at 6:33am |
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looks super good.
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skittle
Commander
Joined: 20 July 2021 Online Status: Offline Posts: 350 |
![]() Posted: 30 January 2015 at 7:39am |
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Looks super awesome good.
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DrTripwire
Commander
Joined: 29 October 2014 Online Status: Offline Posts: 174 |
![]() Posted: 30 January 2015 at 9:58am |
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Looks super awesome fantastic good.
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Bcadren
Commander
Joined: 07 June 2013 Online Status: Offline Posts: 53 |
![]() Posted: 30 January 2015 at 1:56pm |
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I'll pile on with everyone and say this looks excellent. But I have to ask...are you planning on animating this? At this detail level? By yourself?
Even if it's to be an obvious demake; with that kind of workload (if I were you) I'd change just enough that it's your own IP (instead of exactly the same characters) and contract a team to help you. That kind of project with a dozen spriters, a couple programmers and the possibility of profit is...a lot more likely to be completed than that kind of project with just you. [That is if you actually wanted to make the game and not just a mockup.] |
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Hapiel
Rear Admiral
Joined: 30 June 2023 Online Status: Offline Posts: 3266 |
![]() Posted: 30 January 2015 at 2:09pm |
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You've surely chosen an awesome project for your first PJ post!
Welcome :D Yes it is great. Now for the feedback: The sword looks bad. Why does it have a second cross guard? Also, this kind of shading creates not so pretty banding. More importantly, the pose, how is he supposed to carry his heavy sword in this position? Even if he could hold it up, it is a weak position that is not threatening at all. Rather have it up straight for example. The GUI bars seems boring. It is annoying how it distracts the eyes from the battlefield with its extreme values, and the bars could perhaps use some more fantasy. What is the green thing in the bottom right corner going to be? It is hard to understand the form of the floor. Around the knight sprite it is fine with the subtle texture, but behind him it seems to elevate, and randomly spots are very bright or dark compared to their surroundings. Speaking of form, some of the skulls are very nice, but the bottom and right one are very flat.. Sword design is really awesome btw! But since the bones do not seem highly reflective the extreme red reflection of the fire seems overdone. On the skulls it works much better! Well, those are some of my ideas, feel free to use or ignore them :) Good luck! |
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Mr_Hk_
Midshipman
Joined: 04 March 2023 Online Status: Offline Posts: 39 |
![]() Posted: 30 January 2015 at 3:11pm |
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Thanks guys ! i'm pumped by your cheers =)
Bcadren > Actually it's mostly a illustration, trying to suggest more than really moking up/ setting up the sprites. So don't worry, i wouldn't start such a fan cover as a real game. i just cant imagine the workload of animated every move set for every weapon of this awesome game (which inclued for each weapon : one hand atk, dual handed, parry, block , poise break and so). Hapiel > Thanks for those feedback, i was craving for those ! You're right about the weapon/stance. I'll try to adjust the size of it and ad some weight to fix the posing. For the UI, i've tried to stick to the actual ui...which is kind of boring in a sens. I like the sobre aspect of the original but the high saturation/value on mine my be to strong without adding any particular design. Also agree about the grounds and the bones sword reflexions, i'll refine them ! The green blobby thing is a blood stench with your "past soul" upon it. this is a core mechanic of the game. I'm not satisfied with it yet neither. Again, thank you for the feedback ! |
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8 Bit Dreams
Seaman
Joined: 10 February 2016 Online Status: Offline Posts: 7 |
![]() Posted: 31 January 2015 at 6:00am |
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My 2 cents I think the scale of your hero to Nito is wrong make the hero smaller it'd make the battle look more epic. The hero makes the cave seem dwarfed, which that arena is anything but. There is another Dark Souls remake on the web which would make for great reference.
Edited by 8 Bit Dreams - 31 January 2015 at 4:28pm |
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Mr_Hk_
Midshipman
Joined: 04 March 2023 Online Status: Offline Posts: 39 |
![]() Posted: 03 February 2015 at 1:07am |
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8 Bit Dreams> Thanks for you cents ! I've adjust the hero's size a tiny bit. I'can't really make him that reallistic small if i wanna keep the "beat them all" style. Same goes for the cave, i had to put a roof / soil in order to give the claustrophobic feeling of this room.
And yes i do know the awesome demake by Cyangmou and wolfenoctis ( http://wayofthepixel.net/index.php?topic=15495.0 ), for sure this image had given me inspiration for doing DS demake =) So here is the update ! adjust chara posing and sword : also tried a wooden UI, refined the soul retrival green blob, reduce sword's fire high lights. And finaly added some "god rays" to simulate the casting light mechanic (which btw is a easter eggs pissing of Nito ^^ ) Feedbacks and critics always welcomed ! |
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