Miziziziz
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« Reply #40 on: March 29, 2015, 06:10:05 PM » |
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after adding way too much detail that won't even get seen, I think I'm just about done with the main character: 
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jamesprimate
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« Reply #41 on: March 29, 2015, 06:51:24 PM » |
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super intrigued by the art direction these last posts! i had assumed it was going to be "neon abstract geometry with electronic music" sort of thing. my interest is piqued 
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Miziziziz
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« Reply #42 on: March 30, 2015, 05:24:37 PM » |
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I was gonna do that style at first :p ; I'm glad I didn't thanks for your intrigue as well! very motivational. Today's work: managed to get my character ( I dub her Tihria), into mecanim and using the third person controller, definitely need some more fitting animations, though.  Obligatory screenshot of animation glitching: 
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« Last Edit: April 06, 2015, 02:18:09 PM by Miziziziz »
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Miziziziz
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« Reply #43 on: April 02, 2015, 11:51:24 AM » |
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expect a new gif soon! 
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rj
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« Reply #45 on: April 03, 2015, 02:03:14 AM » |
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dude this is coming along so nicely!
i DO miss the afterimage trail from when she was a cube, idk how you'd incorporate a similar effect with her but
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Prinsessa
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« Reply #46 on: April 03, 2015, 02:06:04 AM » |
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And this is why one should never judge a devlog based on prototype graphics! Starting to look really nice. 
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Miziziziz
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« Reply #47 on: April 04, 2015, 09:05:02 AM » |
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Thank you for the feedback! Great to know other people think it looks good. i DO miss the afterimage trail from when she was a cube, idk how you'd incorporate a similar effect with her but
oh, really? I'll have to look into that. I was going to have an afterimage trail sort of thing with one of the runes you use to solve puzzles
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Christian
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« Reply #48 on: April 04, 2015, 10:38:00 AM » |
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Wow, those GIFs look great. Will this be a straight platformer or will there be more puzzle elements besides needing to align the level sections?
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Miziziziz
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« Reply #49 on: April 04, 2015, 12:02:00 PM » |
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Thank you!  there will be a lot of puzzle elements, right now I'm trying to take each additional element as far as I can before I add more complexity. There are runes that teleport you to the beginning of the level (aka respawn) for example(you can see these in the screenshot up above the gifs). Just something that simple allows for all kinds of complex situations in this set up. It's pretty fun 
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ryansumo
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« Reply #50 on: April 04, 2015, 03:21:28 PM » |
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Looking forward to trying this out, it;s a very unique design. My one suggestion may be a slightly brighter red for the main character.
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Miziziziz
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« Reply #51 on: April 05, 2015, 07:27:31 PM » |
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Looking forward to trying this out, it;s a very unique design. My one suggestion may be a slightly brighter red for the main character.
thanks for the tip; I'll try that out! brainstorming a lot of design; thinking this is how I'll organize the game: There will be three sections that have different aesthetics and increasingly complex puzzles/gameplay. The first is the simple style seen in the gifs I've been posting. The second will be a more distinct look for each world; green world gets more primal, red world gets more techy and trashed. The third will be a sort of abstract 'mana that flows through everything' feel, with lots of particles and lines. Each different section will explore several different new mechanics while utilizing older mechanics as well. The puzzles will also be broken up by 'hub worlds', which will be much more artisticly focused without any real puzzles. These can be explored to uncover story elements and whatnot, and they also link to multiple puzzle areas. Once these areas are solved, a new hub world is unlocked.  Also, check out the teleport rune, at it's most basic it teleports you to the beginning of the level, but it's functionality changes when certain other runes come into play  (also, the gif seems to have sped up the teleport animation) 
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blekdar
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« Reply #52 on: April 05, 2015, 08:58:53 PM » |
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I was not expecting the art direction to take this course. I am very much liking what I am seeing. I am a little concerned with readability though, the character seems a little tougher to keep track of now. I agree with the notion that a trail of some sort would improve this.
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tjpalmer
Level 1
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« Reply #53 on: April 06, 2015, 03:50:21 AM » |
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Keeping the display always centered on the character (as it seems to be right now) might be good enough. I personally don't feel a need for a trail or anything. I agree clarity is good though, and this could get noisy if not careful.
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Miziziziz
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« Reply #54 on: April 06, 2015, 09:54:41 AM » |
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Clarity first!  Only the hub worlds will be noisy, since they won't really have any platformer/puzzle challenges Also, which font looks cooler?  
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Zorg
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« Reply #55 on: April 06, 2015, 01:05:57 PM » |
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The second font won't work very well in small sizes. 
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Miziziziz
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« Reply #56 on: April 06, 2015, 02:20:04 PM » |
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OHH that looks cool! Was thinking of doing something like that but you nailed it and true 
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« Last Edit: April 06, 2015, 02:28:38 PM by Miziziziz »
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Zorg
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« Reply #57 on: April 06, 2015, 11:07:42 PM » |
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 SCNR  I believe an animation like this could look nice - with a better font, kerning and less hectic movements.
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Miziziziz
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« Reply #58 on: April 07, 2015, 07:27:12 AM » |
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 SCNR  I believe an animation like this could look nice - with a better font, kerning and less hectic movements. Oh dang! That's so cool! I can see it now: Top down view, the character runs from spot to spot aligning each letter. Showcases the mechanic and logo
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jctwood
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« Reply #59 on: April 07, 2015, 07:49:19 AM » |
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This is an incredibly brilliant concept and the Unity demo plays really nicely! I can imagine some static, 'global' locks that stay put no matter what would be interesting.
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