SubJeff on 21/2/2014 at 14:29
I like the art. It's a bit avant garde retro. But nicked is right, a bit of warping could be interesting. Maybe a bit Gaudi-esk?
gkkiller on 21/2/2014 at 15:31
I like the boxy look, but the edges look a bit jagged (idk if you can actually do anything about it but it's just my opinion). I think the brightness of the mirror texture in that last pic is off though, and it looks more like a shiny plate. Maybe darken it and add a white stripe to indicate reflection? I do like the boxy look though. And maybe it's my opinion but the AI looks like Jeeves :P
Pyrian on 21/2/2014 at 20:24
Well, of course they are. They don't have the resources to go modern.
Yakoob on 21/2/2014 at 22:44
Thanks for all the feedbacks!
Quote Posted by nicked
If it were me, I would take that scene and start warping things slightly, to give it a slightly crazed Monkey Island, Day of the Tentacle look.
Oooh I do like that Idea, but it wouldn't fit what I am going for here I don't think. Maybe different title? (I do want to do a pure comedic one at some point)
@gkkiller - oh yea the mirror is blue with a white sheen but for some reason got overblown to all hell. I dont know wtf. Unity happened :p
And jagged edges are just aliasing; all development screenshots so no bells and whistles (not even lightmaps).
Quote Posted by demagogue
Well beyond individual assets, it needs an overall art direction
Oh absolutely, and I do have whole folders of reference pictures. However, I haven't quite figured out how to translate it to my game world - hence why each screenie seems different, as I'm experimenting with styles.
Part of the reason behind the blocky design, as Pyrian points out, is I am trying to keep it feasible given my skills / resources. I hope to hire artists down the line, but want to cut down on some of the work I can do myself (basic models), have something "nice" to show to garner interest before, have "backup" placeholders in case time/money runs short, and also communicate the art direction better. You can see how that worked with Postmortem, compare:
First Alpha (all my art):
Inline Image:
http://postmortemgame.com/images/promo/postmortem-alpha-screenshot-conversation-2.jpgFinal Release (new art):
Inline Image:
http://postmortemgame.com/images/promo2/postmortem-game-1.jpgQuote Posted by PigLick
I understand the difficulty but I would like to see some more open outdoor areas, do you have plans for that? Like city streets with skyline backdrops and the like.
Not in this title, BUT my "dream game" takes place in a free form exlorable city. So definitely something I will do eventually, hopefully more quickly reusing the assets/code/engine from this one :) (
http://jakeski.com/programmer/kengine04.jpg) Here's an old prototype in my own Engine (which fun fact, was baseline for Postmortem).
----
In any case I just modelled out a kitchen area and tried something new:
Inline Image:
http://unboundcreations.com/images/karaski/devblog/karas20_its_cooking_time.jpgInline Image:
http://unboundcreations.com/images/karaski/devblog/karas20_its_cooking_time_lit.jpgThe black outlines kinda give it an interesting look, tho I'm not sure if it's not too cartoony (less 30 flights more jazzpunky). I actually discovered it by accidentally leaving the UV map overlay on one texture once hehe :p
gkkiller on 22/2/2014 at 06:39
Ooh black outlines. Me gusta.
nicked on 22/2/2014 at 06:57
That second one looks the shiznit. :)
SubJeff on 22/2/2014 at 09:24
Black outlines are really cool.
This has been done before though, no?
PigLick on 22/2/2014 at 10:32
People making games in Unity, yeh I am pretty sure thats been done.