BlueSweatshirt
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« Reply #20 on: March 14, 2012, 10:45:03 PM » |
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I really hope you can achieve the visual style you had in those mockups! wow!
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bjz
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« Reply #21 on: March 14, 2012, 11:27:00 PM » |
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Latest art from the blog:
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Netsu
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« Reply #22 on: March 14, 2012, 11:37:09 PM » |
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Definitely following this, the artworks look really promising, hope you manage to transfer this look into the game
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peous
Level 2
Indie opportunist
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« Reply #23 on: March 15, 2012, 01:29:37 AM » |
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Hmmm I like this one too (from your Flickr) Monochromatic landscape and dithering, and some nearly-fractal repetition of elements....
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Ashkin
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« Reply #24 on: March 15, 2012, 10:20:53 AM » |
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I have no idea how you're going to make it look like that in-game but IT BETTER HAPPEN.
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zede05
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« Reply #25 on: March 15, 2012, 10:38:05 AM » |
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I'm thinking just a reflective shader right now. It might be kind of cool to experiment with animated pixel hatching say, when the wind is blowing, or when rain hits the water… or maybe when the water is running downhill. But at the moment it's probably best to keep things simple. One of the new guys who's joined us (Peter) has experience with physics simulations, so you never know. Nice, it be sweet if you can ride a boat down a river in this world of yours. Just sit back, relax, turn up the music, and enjoy the view, right?
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bjz
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« Reply #26 on: March 16, 2012, 11:06:36 PM » |
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Nice, it be sweet if you can ride a boat down a river in this world of yours. Just sit back, relax, turn up the music, and enjoy the view, right? And in a boat that doesn't explode when you barely scape the river bank. Yes yes, that is one of the plans. Scrappy picture I did a while back:
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bjz
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« Reply #27 on: March 16, 2012, 11:08:21 PM » |
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Caran Elmoth
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« Reply #29 on: March 17, 2012, 01:41:16 AM » |
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I want to see that sky in motion more than anything! A timelapse, maybe?
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Netsu
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« Reply #30 on: March 17, 2012, 01:50:53 AM » |
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This is looking more promising with every update. How advanced do you plan on having the renderer be? For example will there be shadows cast by terrain, trees etc?
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bjz
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« Reply #31 on: March 17, 2012, 02:00:41 AM » |
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Ideally it'd be great if there was shadow casting on everything, but I have no idea what the technical limitations might be. It's something that we haven't got around to talking about just yet (the other guys have way more experience in computer graphics).
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andy wolff
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« Reply #32 on: March 17, 2012, 08:31:44 AM » |
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your concept art looks very good
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Xion
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« Reply #33 on: March 17, 2012, 02:35:36 PM » |
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no more sharp geometry on the terrain?
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Ashkin
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« Reply #34 on: March 17, 2012, 02:45:54 PM » |
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no more sharp geometry on the terrain?
(the hills are a place holder)
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bjz
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« Reply #35 on: March 17, 2012, 02:51:47 PM » |
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no more sharp geometry on the terrain?
(the hills are a place holder)
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namragog
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« Reply #36 on: March 17, 2012, 03:14:26 PM » |
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Looking forward to whatever this turns out to be.
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namragog
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« Reply #38 on: March 17, 2012, 04:54:21 PM » |
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I saw this on your tumblr. POST A BIGGER VERSION NOW.
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bjz
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« Reply #39 on: March 17, 2012, 04:59:22 PM » |
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POST A BIGGER VERSION NOW.
Three pages in you'll see it:
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