Hey friends,
Fishing for a little help & feedback to make this better -
I've got a 2d engine set up for a procedurally generated Metroidy game I've been brainstorming - I want it to be a recognizable homage to the NES game, but with it's own distinct / unusual visual style - the early parts of the game would look more like the original, and then stray from that visually as it progresses.
Anyway on the uniqueness front I thought I'd try normal mapped sprites with specular maps and dynamic directional & point lighting - sort of a blend of 2d and 3d. I tried to do the "Brinstar" tiles in higher res to start:
No ambient light:
(click screens for full size)
Dim ambient:
Bright ambient (the classic look):
Big size with native-res tiles (probably too big for most screens sadly):
Let me know what you guys think of the tile and lighting styles - obviously the specifics would have to change a lot, I'm kinda in copyright-infringement land at the moment
. But any feedback on the general direction would be appreciated.