Scut Fabulous
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« Reply #20 on: August 30, 2010, 05:56:46 AM » |
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Geti
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« Reply #21 on: August 30, 2010, 11:31:19 PM » |
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Looking good, I really like those sort of terrain cut-throughs. You'll need to have unified edges if you want to tile them though.
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Scut Fabulous
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« Reply #22 on: August 31, 2010, 05:50:54 AM » |
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Looking good, I really like those sort of terrain cut-throughs. You'll need to have unified edges if you want to tile them though.
Yeah, the idea with these is to have a bunch of accent tiles that don't need to nest against a clone, but you'll see how it works once I start translating some of them to pixels.
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Scut Fabulous
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« Reply #23 on: August 31, 2010, 07:56:13 AM » |
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RCIX
Guest
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« Reply #24 on: August 31, 2010, 11:59:18 PM » |
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Those look more like they are, will be, or were creatures of some kind.
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Geti
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« Reply #25 on: September 01, 2010, 12:25:34 AM » |
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As a quick note, I really like the gems in the first set, some colour contrast would work wonders on the terrain. Have you considered having a "grass" on some untouched pixels? Or do you want the world to feel dead?
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Scut Fabulous
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« Reply #26 on: September 01, 2010, 05:41:29 AM » |
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As a quick note, I really like the gems in the first set, some colour contrast would work wonders on the terrain. Have you considered having a "grass" on some untouched pixels? Or do you want the world to feel dead?
Yeah I agree with you. I do want the world to feel dead, but it will need more accents and landmarks to increase the visual variety. I'm thinking maybe the rare clump of dead grass, crystal outcroppings, flag stones, fossils etc. Keep in mind the fluid engine should allow for other things like gas vents, pools, lava seepage. I'm still debating wildlife. If it exists I think I want it to be rare and skittish. I suppose the joy, and bane, of working on something like this is there's no limit to the number of visual features and assets that can be added. Asteroid post coming up today, stay tuned...
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Geti
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« Reply #28 on: September 02, 2010, 08:00:01 PM » |
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Keen to see this terrain engine come to life.
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Dozer
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« Reply #29 on: September 02, 2010, 08:52:05 PM » |
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The art looks amazing, but you have heard that before so I will ask a question that I don't think has been asked yet. Are you planning on implementing a free-mode? I would love to just be able to explore a planet without having to worry about financing.
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Scut Fabulous
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« Reply #30 on: September 03, 2010, 09:07:10 AM » |
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The art looks amazing, but you have heard that before so I will ask a question that I don't think has been asked yet. Are you planning on implementing a free-mode? I would love to just be able to explore a planet without having to worry about financing.
Interesting idea. I hadn't thought of it, but a sandbox mode would be cool. One thing I'd be concerned about is people not realizing that the impediments to advancing deeper into the game are integral to making them feel rewarding. I guess it would just be a case of presenting each game-type clearly, people can make up their minds what they want to do. Sandbox modes extend the longevity of games anyway. Just look at Minecraft. And now, a re-textured walk animation!It has a few rough points I need to smooth out, I know. I'm pretty pleased with what I've done though. A few years ago just doing a 2 frame animation was a major chore for me, so 5 or six frames with a texture makes me pretty damn happy.
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X3N
Level 6
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« Reply #31 on: September 03, 2010, 12:47:42 PM » |
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Erosion and earthquakes sounds awesome
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destiny is truth pre-op
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Scut Fabulous
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« Reply #32 on: September 07, 2010, 07:12:36 PM » |
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mokesmoe
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« Reply #33 on: September 07, 2010, 09:21:00 PM » |
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Your smoke looks like bubbles. Everything else looks great!
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Geti
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« Reply #34 on: September 07, 2010, 09:23:43 PM » |
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Make a custom brush for it. That grass is cash. The big fossil is weird. Crystals could use some small crystals near them to make them seem less... big and arbitrarily placed. Really nice to see some colour getting put onto the surface of this. Short sentences as short-on-time feedback.
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kavs
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« Reply #35 on: September 08, 2010, 10:27:04 AM » |
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I'd love to hear more about the tech behind getting per-pixel terrain destruction working. :O (Like what you have going on, or something like Worms Armageddon)
It's something I've always dreamed about doing in my own games but can't wrap my head around how it would be done as I'm not that great of a coder. I always chicken out and just use tiles. :3
Very awesome style, though! Loving the asteroids and the terrain shader. :D
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Alex May
...is probably drunk right now.
Level 10
hen hao wan
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« Reply #36 on: September 08, 2010, 11:33:11 AM » |
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Lovely art. I'd say be careful not to get too carried away with your art process as every step you take makes your coder's job harder, and at the moment the way you're doing your art makes it seem to me like maybe you have some unrealistic expectations of the code... Get some half-way decent (acceptable to your eyes) graphics in there, making sure to get some gameplay going alongside it. Without the gameplay your game won't go anywhere anyway.
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Rykuth
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« Reply #37 on: September 09, 2010, 06:36:00 AM » |
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I'd say be careful not to get too carried away with your art process
I dunno, I personally disagree. The coder can always say "Hey this is too complicated lets go back a step" but if the coder can pull off everything then the game will look amazing. I mean as seen in this thread there are at least 4 different terrain shaders that the coder could choose from if they felt the latest one was too difficult. Maybe it's just me though, I am more of an art person than a coder. Though I would say that in regards to the decorative elements you need to consider how they will react to the terrain destruction, whether they will be destroyed as well or if physics will be applied to them etc.
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Kottis
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« Reply #38 on: September 10, 2010, 10:24:58 AM » |
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I am looking forward to this SO HARD. Adding the little bits and pieces tripled the goodlookingness, nice one!
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Scut Fabulous
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« Reply #39 on: September 10, 2010, 06:12:36 PM » |
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