SkyAphid
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Posted
2012-01-15 19:19:57 » |
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I'm developing a game, that's probably obvious by now. It's going to a fusion of the three games in the title of this thread. Essentially right now, I want some feedback on this screenshot.  Those are two screenshots from the same game engine, but both are representing the players dorm in a different graphical style. One, is the sketched out dorm:  and the other is a pixelated/normal graphics room: (Note the green borders are collision boxes that will be invisible in the final game)  Which is better looking? Note these are placeholders, they don't represent the final versions, but they do represent the styles.
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it just werks
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ra4king
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Reply #1 - Posted
2012-01-15 19:42:47 » |
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I don't know if it's just me, but I think the sketched out one feels much more....professional than the bottom one 
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SkyAphid
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Reply #2 - Posted
2012-01-15 20:06:44 » |
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I don't know if it's just me, but I think the sketched out one feels much more....professional than the bottom one  I don't know if that's sarcasm, or you're being serious. lol. Just to clarify, the final one won't look that bad.
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it just werks
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Games published by our own members! Check 'em out!
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lordberzerker97
Senior Newbie 
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Reply #3 - Posted
2012-01-15 20:25:45 » |
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What kind of game is it? Is it a click based game or do you use arrowkeys to move around?
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ra4king
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Reply #4 - Posted
2012-01-15 20:28:26 » |
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I'm being completely serious 
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Eli Delventhal
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Reply #5 - Posted
2012-01-15 20:29:11 » |
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What kind of game is it? Is it a click based game or do you use arrowkeys to move around?
I agree that's a good question. One major advantage of tile-based games (the second one) is that it's really clear to the user how their character moves around and what they can interact with. The sketched version would be a little more difficult to know when you're colliding with something and when you're not. I agree though that the first image is more unique and interesting, but sketching everything would be a huge time suck - going tile based allows you to reuse assets to the max.
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SkyAphid
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Reply #6 - Posted
2012-01-15 20:48:15 » |
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What kind of game is it? Is it a click based game or do you use arrowkeys to move around?
I agree that's a good question. One major advantage of tile-based games (the second one) is that it's really clear to the user how their character moves around and what they can interact with. The sketched version would be a little more difficult to know when you're colliding with something and when you're not. I agree though that the first image is more unique and interesting, but sketching everything would be a huge time suck - going tile based allows you to reuse assets to the max. In reply to both of these, it will be click and drag to move around. Also, the reason I'm going with sketched areas is that there will be 8 areas that are reused throughout the game. Seeing as the game will take place in one in-game year in the same town. The dungeons will have parts, but they will be generated if things go as planned. The collision itself will be overlayed with collision maps I'll be building in Tiled. Some will be isometric, and other ortho. depending on the map.
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it just werks
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lordberzerker97
Senior Newbie 
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Reply #7 - Posted
2012-01-15 21:35:19 » |
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If you are going with a click and drag game then I would think it would go great with sketch based graphics. Though I don't understand how dungeon mechanics will work. Tell me... Is this a puzzle game? Or and action game.
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Magn919
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Reply #8 - Posted
2012-01-15 22:03:32 » |
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For looks, i'd clearly say the sketched one. When i compare the screenshots, i look at the tile-based and think "why? another one of those." but when i look at the sketched one i think "This seems interesting, wanna see more."
But for control, i'd say that the tile-based might be easiest for the player to understand and interact with, when using click and drag, while the sketched one would be better of with a different control system such as point and click.
My conclusion would be, pick the sketched one, it have the best "feel".
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For every new problem, a new source of solutions has come to exist.
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ra4king
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Reply #9 - Posted
2012-01-15 22:38:14 » |
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Haha so it wasn't just me. The sketched image has a unique and interesting look so that's probably why 
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Games published by our own members! Check 'em out!
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kaffiene
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Reply #10 - Posted
2012-01-15 23:21:23 » |
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Totally agree about the sketched interface - even your rough version looks more appealing. It's even making me reconsider some things I was planning to do with standard tiles.
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SkyAphid
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Reply #11 - Posted
2012-01-15 23:31:49 » |
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The game is going to be an action game. Essentially, you drag the mouse around and he will follow. Seeing as most of this will be interactable due to the flexible text engine I built, I'm not too worried about it. The sketched environments were originally an idea I've had for a while now, the environments will look like that, and the player will be 8-bit-ish. Contrasting each other. I thought the strangeness of it would be artistically fascinating. Here, this may be the final version: 
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it just werks
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lordberzerker97
Senior Newbie 
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Reply #12 - Posted
2012-01-16 02:11:25 » |
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Looking good man.
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ra4king
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Reply #13 - Posted
2012-01-16 02:55:37 » |
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Love it 
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sproingie
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Reply #14 - Posted
2012-01-16 03:52:22 » |
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Totally the sketched look. No question whatsoever.
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Damocles
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Reply #15 - Posted
2012-01-16 04:32:59 » |
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Yes, dont force yourself to the 8bit style. Its not very unique, many implement it. If you have the skill, use your handdrawn assets, which will be automatically unique in your own style.
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SkyAphid
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Reply #16 - Posted
2012-01-16 05:39:49 » |
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Yes, dont force yourself to the 8bit style. Its not very unique, many implement it. If you have the skill, use your handdrawn assets, which will be automatically unique in your own style.
Basically, it's 8-bit characters because drawing each frame for the character would simply be too hard and time consuming for the type of game this is going to be. Plus. the 8-bit will complement the sketched environments, which will look pretty cool.
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it just werks
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tackman
Senior Newbie 
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Reply #17 - Posted
2012-01-16 09:36:01 » |
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Although I presume you have already decided, I'd also say go with the sketched version. I personally can't imagine how the 8bit character would look in that environment, I do believe it will be a really unique looking game.
Hope you keep feeding us with screens!
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SkyAphid
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Reply #18 - Posted
2012-01-17 03:21:18 » |
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 There's a screen with the player put in. I'll probably have to implement a sprite shadow system or just draw them on myself. Not so sure on which yet.
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it just werks
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ReBirth
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Reply #19 - Posted
2012-01-17 04:50:50 » |
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That sketch is good! I use 8bit style cause no art skill in my hand, so I just fill rects with color, something like this   so keep up the good work!
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gbeebe
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Reply #20 - Posted
2012-01-17 15:56:18 » |
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I think I liked the 1st sketch better, I don't know if it was the view point, or the fact that you only needed to see the north wall, or maybe it's the thin border around the walls. Also, if there's a rug in the room, you know there's a key under it
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theagentd
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Reply #21 - Posted
2012-01-18 09:39:43 » |
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If you're good at whatever you have to be good at to do the following, you could create a depth image of each scene to get real accurate shadows. If you also have a depth map for each sprite, you could get full accurate shadow mapping in a 2D game, which would look so insanely amazing that I'd bow to the ground for you.
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Myomyomyo.
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SkyAphid
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Reply #22 - Posted
2012-02-02 04:02:02 » |
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There's some obvious errors, but what do you think of this environment? 
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it just werks
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ra4king
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Reply #23 - Posted
2012-02-02 04:15:42 » |
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Beautiful! 
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SkyAphid
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Reply #24 - Posted
2012-02-02 12:47:21 » |
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Thank you!
Do you see anything you'd think I should change? I've already decided to remove the sidewalk so the player has more walking space.
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it just werks
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aazimon
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Reply #25 - Posted
2012-02-02 19:19:51 » |
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I like the sketchiness of your design. I would suggest to use a pen over your pencil instead of blacking the line with a paint program. The inking will help keep your original design look.
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Orangy Tang
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Reply #26 - Posted
2012-02-02 20:29:55 » |
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I agree, blacking out the lines after scanning makes them look too uniform and mechanical. I'd suggest getting yourself a nice brush pen to do the thick lines with, and maybe inking some of the finer detail with a fineliner.
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SkyAphid
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Reply #27 - Posted
2012-02-03 00:00:26 » |
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I may just thin out those lines, the pens may limit a few things on my end.
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it just werks
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UprightPath
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Reply #28 - Posted
2012-02-03 02:22:44 » |
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The sketchiness works, but I would suggest watching out when it comes to perspectives.
In what you've posted there are several of instances where the lines formed aren't parallel where they should be (Such as the door in the 'from the corner view'.) The main reason bring this up is that when you have lines that people know should be parallel can cause a sense of disquiet, which may or may not be what you intended to do.
If all of the art is off to the same degree, it doesn't make too much of a difference, because it will be come 'normal' at least in the sense of what you're playing with. But, if your later art ends up being better about perspective/square/parallel, but you leave your earlier attempts in, people (Especially those like me, heh) will spend a lot of time wondering why the room is so 'off'.
This can, of course, be used as a form of foreshadowing in your game, or an indication of things going wrong. Say, if most of the world is four-square, then you get one room where the windows aren't quite square, or the doors are lopsided. That room will be even more off-putting or creepy. Or, if your game has things 'getting worse' in some way, several images of the same rooms gradually changing can affect the mood.
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SkyAphid
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Reply #29 - Posted
2012-02-19 00:03:09 » |
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 This is going to be the battle zone for some of the fights. Depends on where you are really.
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it just werks
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