Show Posts
|
|
Pages: 1 ... 3 4 [5] 6
|
|
81
|
Community / DevLogs / Re: Structure of Reign - Government sandbox strategy game
|
on: September 09, 2017, 06:20:22 PM
|
DisastersThought I'd stop working on the landscape for a while and make art for the things that destroy it! I've been working on making the disasters look better and more engaging. Since I have been working so much on the landscape, I'm now able to have the disasters occur in the correct biomes. I've added forest fires which only occur on fully forested areas and I've added hurricanes that strike on the shorelines. In the future, I'll make the hurricanes move around the map each turn and travel towards the country territory via the oceans from the edges of the screen. This will make them more realistic and also create a feeling of an impending problem that the player must deal with. 
|
|
|
|
|
82
|
Community / DevLogs / Re: RunGame (working title) Pixel art autorunner?
|
on: September 09, 2017, 05:49:59 PM
|
|
This is looking good, the style is well done. Looks like you are doing a good job blocking things out and mocking up ideas before getting too deep into anything. Are there going to be any blocker platforms in the game that you must jump on top of in order to not lose the level?
|
|
|
|
|
83
|
Community / DevLogs / Re: Blubber Busters
|
on: September 09, 2017, 05:45:01 PM
|
|
Wow the art on this is amazing! One thing I noticed is on the monkey wrench weapon, maybe there could be some sort of a piece on the clamp showing where the laser beam is going to originate. Right now it feels a bit random that it shows up like that since monkey wrenches don't normally behave that way. Some sort of sci fi piece on the clamp might help illustrate that better.
|
|
|
|
|
87
|
Community / DevLogs / Re: Harvest Crossing - A Harvest Moon/Animal Crossing Game
|
on: September 02, 2017, 10:55:03 PM
|
|
This is looking good. It seems to me that you have some inconsistency in the image sizes and therefore their pixel sizes are different. For example, the tiles on your roof have a much smaller pixel size than the lone bricks on the walls. Id suggest trying to unify their sizes to have a cohesive pixel size throughout your sprites.
|
|
|
|
|
88
|
Community / DevLogs / Re: Blip - exploration platformer set inside a computer
|
on: September 02, 2017, 10:48:05 PM
|
|
This is looking really good! I personally like the monochromatic color scheme. I think it can offer a stylistic choice that can make the player feel a certain way while playing. There are tons of games out there with many different types of palettes so I don't think there is a right or wrong way in this regard. It may even make it stand out more.
I was looking at your laser beam disappearing platform gif and thought that maybe it could be communicated better. The character seems to be standing on the outer shell and when the center gets taken away they fall through. I wouldn't have read it that way at first if I were playing so maybe it would be better to make it more obvious that the player is going to fall through once that laser reaches them.
|
|
|
|
|
89
|
Community / DevLogs / Re: Songbringer: a procedural action RPG
|
on: September 02, 2017, 10:43:18 PM
|
|
Hey great to see some of the progress done on this game! I remember meeting you in person at The MIX during GDC. I think you were wearing a wizards hat and you talked about how it's important to market your game quite early before it comes out. I've taken that to heart and have been marketing more now so thanks for that!
|
|
|
|
|
90
|
Community / DevLogs / Re: Structure of Reign - Government sandbox strategy game
|
on: September 02, 2017, 10:38:55 PM
|
Pixel Perfect Buildings and Improved Terrain ArtI noticed the mountains and buildings were looking a bit blurry so I spent some time making them be pixel perfect on the screen without any image blur filtering. Now they are much more crisp and clear. Unfortunately I can't do the same for the rest of the landscape as it is rotated away from the camera little bit so it causes some artifacts when the image filtering is taken off. I've also fixed the beaches to have omni directional ripples. Before they had ripples going in one direction which was inaccurate as the ocean should push the sand in many different directions. I fixed the trees on the mountains to match the rest of the forests in the game. The mountains were not standing out as much as they should so I added some snow on top of them to make them pop. In the future, this snow amount will change depending on the season it is in the game.  
|
|
|
|
|
91
|
Community / DevLogs / Re: Dogma [2D Precision Platformer]
|
on: August 24, 2017, 07:44:25 PM
|
|
It seems your demo link is broken. Based on your gifs I think the running and jumping animations are pretty good. I think it would be more interesting if the character animations interacted with the dot more. Maybe they hold on to it with their tail or something to indicate that the character is physically using it.
|
|
|
|
|
92
|
Community / DevLogs / Re: [Tactics/TurnStrategy] Poikolos
|
on: August 24, 2017, 07:36:55 PM
|
|
This looks interesting. It reminds me of the waterloo level in Psychonauts. As a critique Id say that the current map is very busy and contrasted. This makes it hard to focus on any given part. Although I noticed you said youll tie the look together with some post processing so itll be cool to see what it looks like after that.
|
|
|
|
|
93
|
Community / Townhall / Re: Monster Garden
|
on: August 23, 2017, 07:29:02 PM
|
|
I love the surrealist style in the game. Are you inspired by the art movement at all or any specific artists?
|
|
|
|
|
94
|
Community / DevLogs / Re: Structure of Reign - Government sandbox strategy game
|
on: August 23, 2017, 05:36:41 PM
|
Waterfalls and Improved River GenerationFor a while I haven't had any transition for mountains that begin rivers. I've now added waterfalls which solve this issue for me. Mountains now will generate waterfalls if they begin rivers. With this new addition I thought I'd post some gifs to show the landscape off in motion. The first one shows a close up of the waterfalls and second shows the terrain generator in action! I've also made improvements on how rivers are generated. Instead of wildly swerving around the landscape, they make their way to the nearest ocean coastline. The deserts have also been modified to have more accurate lighting details. The sand dune sprites have been polished as well.  
|
|
|
|
|
95
|
Community / DevLogs / Re: Ash of Gods - DevLog
|
on: August 21, 2017, 05:22:04 PM
|
|
The game is looking great! Ive seen screens from this game around on Twitter and Reddit so you guys are definitely getting the marketing down. It seems like you've had to do a lot of redesigns/reworking of many different aspects of the game. Would you say this sort of thing is a normal part of the development cycle or is there anything you could have done differently to avoid those pitfalls?
|
|
|
|
|
96
|
Community / DevLogs / Re: Desolus: A Surrealist Puzzle Game for Virtual Reality
|
on: August 15, 2017, 12:25:35 AM
|
|
I'm so glad to see someone else as infatuated with fractals as I am. They are also a huge inspiration in things I do, especially art. In my game I actually use a fractal I generated as the background plane for the ground in the map. I may use them in more assets as well. I can't wait to see this finished and I'll definitely play it. I've been looking for a game like this for a long time.
|
|
|
|
|