Sam English
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« Reply #60 on: October 24, 2011, 07:20:59 PM » |
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Finished a new piece today for the Wysteria Woods area.
McMutton made a nice video for the song
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astrofra
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« Reply #61 on: October 25, 2011, 05:20:36 AM » |
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Your 3D models are definitely more mature and interesting than your 2D concepts. Well done.
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McMutton
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« Reply #63 on: February 02, 2012, 11:14:31 AM » |
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Just one today, 'cause I'm feeling lazy
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Chris Pavia
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« Reply #65 on: February 03, 2012, 10:36:05 AM » |
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It would probably help to see it in motion to judge accurately.
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McMutton
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« Reply #66 on: February 03, 2012, 02:24:29 PM » |
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It's still relatively devoid of exotic plants and stuff, which will come later. I just like making pretty videos.
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HernanZh
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« Reply #67 on: February 03, 2012, 02:58:51 PM » |
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Nice. The music really brings out the atmosphere.
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Chris Pavia
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« Reply #68 on: February 03, 2012, 03:00:25 PM » |
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It looks a little odd to me, but I think it's because the fog doesn't look like it's actually 'in' the environment, since it moves across the camera as the camera moves, like it's an overlay on the camera.
What method are you using to generate it?
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McMutton
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« Reply #69 on: February 03, 2012, 03:14:37 PM » |
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As you say, I've got two planes attached to the front of the camera with a texture that scrolls in a different direction on each.
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Chris Pavia
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« Reply #70 on: February 03, 2012, 03:56:08 PM » |
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The effect itself looks pretty cool, maybe if it were a bit more subtle it would blend in with the environment more. Maybe try a little distance fog as well? Fog obscures things the farther away from the viewer they are, which wouldn't be represented with the method you're using. Or I could just be nit-picking.
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BlueSweatshirt
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« Reply #71 on: February 03, 2012, 04:07:10 PM » |
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I agree with Chris Pavia. Make the fog seem more in the environment.
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EdgeOfProphecy
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« Reply #72 on: February 04, 2012, 02:06:38 AM » |
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Thirding the fog suggestion.
In real life, fog gets progressively denser as you look through it. Objects closer to the camera are easier to see than those far away. While you have the thick, textured swirl sitting really close to the camera, you're not getting the long-distance thickness, so it looks like you're looking through smoke on the lens rather than fog filling a forest.
Overall though, this game looks fantastic. I really like your character designs a lot. Smacks of a lot of the high points of JRPGs.
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CEDE
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« Reply #73 on: February 05, 2012, 12:24:16 PM » |
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McMutton
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« Reply #74 on: February 05, 2012, 10:02:07 PM » |
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<Yaaaay! Thanks, CEDE! To show my appreciation, here's a crappy enemy concept: Also, more subtle fog:
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McMutton
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« Reply #75 on: March 14, 2012, 10:05:46 AM » |
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Done a bit more work on this. First off, I've doubled the camera's FOV, which I think makes a huge difference: Old: New: Then, because Ellie's eyes are apparently terribly creepy, I've made new ones: And then that new character I posted in the 3D thread, Cadenza: She's the first person you help during the course of the game. I've also made a few changes to the gameplay. The camera is now controlled by the mouse, with movement on WASD and attacking done with the mouse buttons. Each character has a string of light and heavy attacks on the left and right buttons, respectively, which can be comboed together as you wish. Defensive maneuvers are now a bit different as well. Hitting the respective button makes the character go into a defensive stance for a second. If you're in said stance and an enemy attacks, you'll dodge if you're Gil or Van, and Parry if you're Ellie. So yeah.
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« Last Edit: March 14, 2012, 11:18:05 AM by McMutton »
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laxwolf
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« Reply #76 on: March 14, 2012, 11:24:52 AM » |
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Looks great
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Solo artist, modeler, designer, and programmer.
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McMutton
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« Reply #77 on: March 16, 2012, 11:24:40 AM » |
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Thank'eh. Working on a new area: Yes, it's another forest. No, they aren't all like that.
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Chris Pavia
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« Reply #78 on: March 16, 2012, 12:01:51 PM » |
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Yes, you can send me a build of the game, I won't mind one bit.
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zede05
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« Reply #79 on: March 16, 2012, 05:01:43 PM » |
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This game looks ace. It reminds me of Dark Cloud 2, which is a GREAT thing (where's my DC3??? ). Is this going to be a linear adventure? You might consider doing the Dark Cloud thing and make the battle areas procedurally generated, that'll save you a lot of time and adds in way more content.
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