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There's no separation of foreground, background and sprites. Visually it's nice, but as a game you should be able to look at a glance and dissect all three things. You should be able to immediately tell what is an entity that is able to be interacted with(an enemy, the player, an NPC), and you should be able to tell what is part of the playable level(the foreground, tiles and so on. What you can walk on and what will stop you from walking past). Of course the latter is only applicable if it's a platformer. Could still benefit from some atmospheric depth/fading fog.
Also, the numbers are hardly legible. And I honestly can't tell what the abbreviations say aside from STR. That's not good.
Again, it's visually very appealing but overall as a game it's a bit busy and visual priorities need to be addressed.
I have two things that cannot be seen on the mock-up that visually separate layers:
1.Parallax
2.Lighting effects
Kind of difficult to see were the foreground ends and the background starts - but it's pretty awesome. I really like the skulls and the character design!
Agreeing with Finlal and Friend - this would make for a barely-playable game, but it's very pretty as an illustration. The low readability contrast makes finding the kikimora a reward - fun for an illustration, terrible for a game. Animation would help the gameplay parts stand out, but even so, I think a little more contrast between the foreground and background would help. You don't need to make the background any less detailed, this is something you can do entirely with colour.
I look forward to more from this project! Slavic folklore is terribly underexpored in games, but it's full of great game material!
the pic i sshowed had nothing to do with being visually superior or exciting. it had to do with having a strong sense of visual priority, which this piece lacks. when everything is given priority, as thu did, there is a certain negative psychological impact, maybe of clutter or uneasiness
Friend didn't say about picture in overall, just readability in layers. For a game it's pretty hard to tell foreground from background. Probably hard enough so it would affect gameplay in a bad way.
As a picture, though, it looks really great.
I disagree, I love how this is done. It looks frigging awesome and athmospheric. The one you linked kinda just looked dull and boring.
My priority target was to make forest look like a real forest. Detail overload is that what I wanted.
Gorgeous. It lacks visual priority, however, which makes it seem too cluttered and busy. You need more contrast in the artistic sense of separating the foreground from the background, the gamey elements from the scenery. Try decreasing detail and color contrast in the further back layers, as what the eye perceived in real life
This is the most impressive piece I have ever seen on PJ. The shading and colors are impeccable.
Awesome color use and shading,
It may lacks a little readibility as game mokup but those textures are eye candies.
Great job
Holy pompous pixels Batman! That's some premium quality lighting effects you have there. Overall a really nice mockup.
And a sexy creature too hehe xD
Dude, are those fighting directions accross the bottom? If so, that's an amazing mechanic!!!
Absolutely gorgeos, love all the details and contrasting colours all around, it gives a really natural feel to the piece, congrats!