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Community / DevLogs / Re: Painters Guild [Greenlit!]
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on: April 22, 2015, 02:20:54 PM
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Worked on Great Painters today, all the main ones are in the game. Have to test them a bit, though, and add some functionality. Like increasing their skill over time even if you don't hire them, to simulate them improving on their own.  An event header I finished today: Savonarola's Bonfire of the Vanities, for events related to Savonarola.
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123
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Community / DevLogs / Re: Painters Guild [Greenlit!]
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on: April 21, 2015, 01:08:52 PM
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Back from Ludum Dare! I made this game with my friend Gaeb who posts in this DevLog a lot   please play and rate  It was a great break to gain perspective on life and game development! Today I did all the main traits! They're all working and with their matching descriptions. It's nothing that you haven't seen before, though. Just traits and tooltips. The trait list is in the previous page. I only haven't included religious/pagan because I'm not sure how they'll work yet, and there is nothing for a "rebellious" trait to show itself, since there are no trouble events. Maybe I should work on those next: getting arrested, getting in fights, murders and so on. Edit: I could turn homosexuality into a trait, which would allow for more diversity than the current symbols and would be less confusing, as I could add a tooltip. Bisexual could be included too then.
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124
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Community / DevLogs / Re: Painters Guild [Greenlit!]
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on: April 13, 2015, 12:54:49 PM
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Thanks for the comments, Gimym JIMBERT and vitorlanna!   Some art for event headers. This is a generic ones for literary events, like the translation of Plato's texts, the publication of Cenninni's Il Libro dell'Arte or Vasari's Vite.
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125
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Community / DevLogs / Re: Painters Guild [Greenlit!]
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on: April 08, 2015, 01:01:07 PM
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Morvan just sent me some excellent new music for the game, oh my gods!  I have to finish this already just so people can listen to this soundtrack    I have been working on some weird new furniture for the guild.  This is a rib of St. Luke, the saint of painters, on display. I don't think any guild held such a holy relic, but I'm sure they'd have loved to have had it. It's gonna be expensive!
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127
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Community / DevLogs / Re: Thank God For The Rain
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on: March 28, 2015, 05:24:47 PM
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#screenshotsaturday Working on a combo hit counter, inspired by the Shadow Hearts series. A lot of stuff here reminds me of Rice Boy. Was it an inspiration?
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130
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Community / DevLogs / Re: Painters Guild [Greenlit!]
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on: March 27, 2015, 12:11:54 PM
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Trying a different tooltip style!  I think the UI colors need an update, so I'm keeping this neutral gray for now. I hope it's readable. New video looks great and I love the portraits. Honestly, the more paintings you can have the better. In a game about painting, you expect to see a wide variety of paintings from your guild. You may want to consider including paintings focused on hell, which was a common theme during the renaissance. This would let you get creative with the art and would suit some of the "darker" character traits that you have for some of the painters. You need DLC for having your painters dedicate years of their lives to painting church ceilings...
I'm absolutely enamored with this game's concept. I spent some time last year in Venice and Rome and spent a day in the Vatican, with a good portion of that day just sitting in the Sistine Chapel. I adore art from the renaissance and think this is such a wonderful concept for a video game.
Thanks! Yeah, I'll try to add more paintings as we go along. Decorating churches for years is actually in the game through the Great Works mechanic, in which your painters leave the guild for months to paint the interior of palaces and such. Thanks a lot for your continued support of the game and your posts here in the devlog, oldblood  This is a great idea, including pixel art versions of real paintings from the period is inspired. I do like Zorg's idea that occasionally a painter will turn out a more contemporary style picture and everyone gets a bit upset Looking forward to seeing some more
Thanks, Seaport!  Great video! Everything looks really neat and cute. I especially love this Mona Lisa painting at the main screen, really like this style. Do you plan to add some bigger paintings like that in the game?
Thank you very much, Shantalya.  I was working on another one of those paintings the other day, but there isn't much place for it considering the entire game is pixel art. I think I will only use them as promotional images, like Steam headers and banners, and perhaps as background to the main menu (which might be pixel art, don't know yet).
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132
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Community / DevLogs / Re: [J-RPG] Project Light
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on: March 26, 2015, 05:31:00 PM
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I'll be honest: I think the 2D dialogue UI undermines the quality of the 3D art.
You have a very cute 3D art style mixed with these bland white boxes (they look a bit better now, but still bland) and generic anime portraits.
I don't know what the solution is, I just wish the 2D would match the quality of the 3D.
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136
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Community / DevLogs / Re: [Enlightened]
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on: March 22, 2015, 08:50:45 AM
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I'd really push the contrast, whichever way you wanna take it.   Especially if there is gonna be platformer movement.
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137
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Community / DevLogs / Re: [Enlightened]
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on: March 22, 2015, 06:31:08 AM
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While it looks good, everything is too light. You have a light character, a light foreground and a light background.
So it's hard to read. The previous screenshots worked better because of the dark background. You should correct the values!
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139
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Community / DevLogs / Re: Painters Guild [Greenlit!]
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on: March 21, 2015, 05:51:01 PM
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I made a video: What is Painters Guild?  I explain how the game works and stuff.  Maybe: Depressive, Pedantic, Ingenius, Drunkard, ... The paintings are very nice! I'd be cool if, at very rare intervals, some artist (according to his nature) would produce a Mondrian, MirĂ³, Warhol, ... painting and the customer would (with a high chance) reject it and not pay anything for the painting but pay a lot more in case he/she accepts the painting.  Cool ideas! I'm going for historical accuracy though, so no anachronisms. There were some pretty unique paintings in the Renaissance, there is no reason to insert modernism into it.
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140
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Community / DevLogs / Re: Painters Guild [Greenlit!]
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on: March 21, 2015, 06:00:55 AM
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Just saw the dual traits. Love it. Definitely a small feature that adds a lot to the dynamics.
Regarding the tooltips, the size does throw you off at first glance. It feels like a tooltip from a different program. Doesn't look bad at all, but definitely throws you off at first.
Thanks! I'll do another tooltip variation and check again with you guys to see if it's any better. Nice to see all the progress recently. YAY! I think the tooltip background is worse than the font size. The transparency, rounded corners and too bright blue color is no good.
Thanks for the feedback, will work on it  Great, thanks! Yeah, Caravaggio is a big inspiration for the "Rebellious" trait. I'll see what else I can get from him. Yeah, I agree with playaction. The style of the background looks too different.
Amazing game, btw.
Thanks!  Ideias of traits:
Popular: Attracts more clients. Unpopular: The opposite.
Oooh, Popular/Unpopular is a good one! I'll implement it today!  A possible trait you could do is "Distracted". The artist would randomly stop working for a few seconds every once in a while.
Also, make the background of the tooltips look like the rest of the game and no bright blue. Good work on the game though, still waiting for it to come out.
"Distracted" sounds great too! Should be a funny one. I'll try that with the tooltip. Glad this is still going, always good to post progress.
Thanks! I'll try to post more regularly for the next few weeks. Here are the new paintings that your artists can paint:  They're all based on actual Renaissance paintings. With these, we've doubled the painting variety. More soon! 
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