SkyAphid
Full Member   Posts: 155 Medals: 1
|
 |
«
on:
2012-01-15 14:19:57 » |
|
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.
|
"God grant me the serenity, to accept the things I cannot change; courage to change the things I can; and wisdom to know the difference."
|
|
|
ra4king
JGO Kernel      Posts: 3155 Medals: 196
I'm the King!
|
 |
«
Reply #1 on:
2012-01-15 14:42:47 » |
|
I don't know if it's just me, but I think the sketched out one feels much more....professional than the bottom one 
|
|
|
|
SkyAphid
Full Member   Posts: 155 Medals: 1
|
 |
«
Reply #2 on:
2012-01-15 15:06:44 » |
|
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.
|
"God grant me the serenity, to accept the things I cannot change; courage to change the things I can; and wisdom to know the difference."
|
|
|
Games published by our own members! Go get 'em!
|
|
lordberzerker97
JGO n00b  Posts: 34
|
 |
«
Reply #3 on:
2012-01-15 15:25:45 » |
|
What kind of game is it? Is it a click based game or do you use arrowkeys to move around?
|
|
|
|
|
ra4king
JGO Kernel      Posts: 3155 Medals: 196
I'm the King!
|
 |
«
Reply #4 on:
2012-01-15 15:28:26 » |
|
I'm being completely serious 
|
|
|
|
Eli Delventhal
« League of Dukes » JGO Kernel      Posts: 3573 Medals: 44
Game Engineer
|
 |
«
Reply #5 on:
2012-01-15 15:29:11 » |
|
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.
|
See my work:OTC Software<br /> Currently Working On:Secret project... I edit JGO in production, because I simply don't waste time writing bugs
|
|
|
SkyAphid
Full Member   Posts: 155 Medals: 1
|
 |
«
Reply #6 on:
2012-01-15 15:48:15 » |
|
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.
|
"God grant me the serenity, to accept the things I cannot change; courage to change the things I can; and wisdom to know the difference."
|
|
|
lordberzerker97
JGO n00b  Posts: 34
|
 |
«
Reply #7 on:
2012-01-15 16:35:19 » |
|
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.
|
|
|
|
|
Magn919
JGO n00b  Posts: 8
|
 |
«
Reply #8 on:
2012-01-15 17:03:32 » |
|
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".
|
For every new problem, a new source of solutions has come to exist.
|
|
|
ra4king
JGO Kernel      Posts: 3155 Medals: 196
I'm the King!
|
 |
«
Reply #9 on:
2012-01-15 17:38:14 » |
|
Haha so it wasn't just me. The sketched image has a unique and interesting look so that's probably why 
|
|
|
|
Games published by our own members! Go get 'em!
|
|
kaffiene
Sr. Member   Posts: 418 Medals: 1
|
 |
«
Reply #10 on:
2012-01-15 18:21:23 » |
|
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.
|
|
|
|
|
SkyAphid
Full Member   Posts: 155 Medals: 1
|
 |
«
Reply #11 on:
2012-01-15 18:31:49 » |
|
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: 
|
"God grant me the serenity, to accept the things I cannot change; courage to change the things I can; and wisdom to know the difference."
|
|
|
lordberzerker97
JGO n00b  Posts: 34
|
 |
«
Reply #12 on:
2012-01-15 21:11:25 » |
|
Looking good man.
|
|
|
|
|
ra4king
JGO Kernel      Posts: 3155 Medals: 196
I'm the King!
|
 |
«
Reply #13 on:
2012-01-15 21:55:37 » |
|
Love it 
|
|
|
|
sproingie
JGO Strike Force    Posts: 894 Medals: 55
|
 |
«
Reply #14 on:
2012-01-15 22:52:22 » |
|
Totally the sketched look. No question whatsoever.
|
|
|
|
|
Damocles
Sr. Member   Posts: 264 Medals: 14
|
 |
«
Reply #15 on:
2012-01-15 23:32:59 » |
|
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.
|
|
|
|
SkyAphid
Full Member   Posts: 155 Medals: 1
|
 |
«
Reply #16 on:
2012-01-16 00:39:49 » |
|
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.
|
"God grant me the serenity, to accept the things I cannot change; courage to change the things I can; and wisdom to know the difference."
|
|
|
tackman
JGO n00b  Posts: 14
|
 |
«
Reply #17 on:
2012-01-16 04:36:01 » |
|
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!
|
|
|
|
|
SkyAphid
Full Member   Posts: 155 Medals: 1
|
 |
«
Reply #18 on:
2012-01-16 22:21:18 » |
|
 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.
|
"God grant me the serenity, to accept the things I cannot change; courage to change the things I can; and wisdom to know the difference."
|
|
|
ReBirth
JGO Wizard     Posts: 1272 Medals: 19
|
 |
«
Reply #19 on:
2012-01-16 23:50:50 » |
|
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!
|
|
|
|
gbeebe
Full Member   Posts: 145 Medals: 5
|
 |
«
Reply #20 on:
2012-01-17 10:56:18 » |
|
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
|
|
|
|
|
theagentd
JGO Wizard     Posts: 1392 Medals: 88
|
 |
«
Reply #21 on:
2012-01-18 04:39:43 » |
|
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.
|
There is no god.
|
|
|
SkyAphid
Full Member   Posts: 155 Medals: 1
|
 |
«
Reply #22 on:
2012-02-01 23:02:02 » |
|
There's some obvious errors, but what do you think of this environment? 
|
"God grant me the serenity, to accept the things I cannot change; courage to change the things I can; and wisdom to know the difference."
|
|
|
ra4king
JGO Kernel      Posts: 3155 Medals: 196
I'm the King!
|
 |
«
Reply #23 on:
2012-02-01 23:15:42 » |
|
Beautiful! 
|
|
|
|
SkyAphid
Full Member   Posts: 155 Medals: 1
|
 |
«
Reply #24 on:
2012-02-02 07:47:21 » |
|
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.
|
"God grant me the serenity, to accept the things I cannot change; courage to change the things I can; and wisdom to know the difference."
|
|
|
aazimon
Full Member   Posts: 208 Medals: 5
|
 |
«
Reply #25 on:
2012-02-02 14:19:51 » |
|
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.
|
|
|
|
|
Orangy Tang
JGO Kernel      Posts: 2960 Medals: 37
Monkey for a head
|
 |
«
Reply #26 on:
2012-02-02 15:29:55 » |
|
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.
|
|
|
|
SkyAphid
Full Member   Posts: 155 Medals: 1
|
 |
«
Reply #27 on:
2012-02-02 19:00:26 » |
|
I may just thin out those lines, the pens may limit a few things on my end.
|
"God grant me the serenity, to accept the things I cannot change; courage to change the things I can; and wisdom to know the difference."
|
|
|
UprightPath
Full Member   Posts: 213 Medals: 9
|
 |
«
Reply #28 on:
2012-02-02 21:22:44 » |
|
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.
|
I am filled with despair... About how far people think about ideas they propose, about the state of my teams in classes when people do not understand what an assumption is...
|
|
|
SkyAphid
Full Member   Posts: 155 Medals: 1
|
 |
«
Reply #29 on:
2012-02-18 19:03:09 » |
|
 This is going to be the battle zone for some of the fights. Depends on where you are really.
|
"God grant me the serenity, to accept the things I cannot change; courage to change the things I can; and wisdom to know the difference."
|
|
|
|