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July 26, 2017, 02:33:39 am

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TIGSource ForumsFeedbackDevLogsStar Specter [megaman inspired, atari/nes?]
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SolS
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« on: May 07, 2017, 04:09:03 am »

Star Specter
(Wip title)


Your mission is to infiltrate and dismantle the three major industries and to take out the leaders of each location for your "father".

Currently the three main stages planned are Agriculture, Medicine, and Construction



Here's a few early mockups








« Last Edit: June 27, 2017, 09:43:05 am by SolS » Logged

  
Devlogs: Deep Greens / Star Specter
SolS
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« Reply #1 on: May 27, 2017, 06:24:58 am »

Making some progress here and there with various ideas/mechanics

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amanfr01
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« Reply #2 on: May 28, 2017, 01:54:05 am »

I 100% agree with the Atari as a similarity / inspiration. Particularly with the color palette. This is awesome!
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SolS
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« Reply #3 on: May 28, 2017, 02:14:01 am »

Thanks! Someone made a Mega Man 2 Atari demake that's actually really well done. It looks much more like an Atari game but it still feels somewhere between Atari and NES which I found inspiring.
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SolS
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« Reply #4 on: June 09, 2017, 06:37:59 pm »

Made a bit of progress with the art in the agriculture stage, it's looking a bit more solid now.

« Last Edit: June 09, 2017, 10:21:48 pm by SolS » Logged

  
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« Reply #5 on: June 21, 2017, 05:45:40 am »

Here's a few concepts for the construction stage including outdoor palette variations and some kind of compacting bulldozer idea.







Progress has slowed down quite a bit, I'm hoping to get back to working on Deep Greens pretty soon. I just want to add a bit more substance to this game, hoping to end on a high note somewhat, so that maybe that will make it easier to return to it at some point later on. Like if I can get a few decently full mockups for each level I'll be satisfied enough to move on for now. But if my progress and motivation for this game continues to be a bit lack luster then I'll probably move on very soon.
« Last Edit: June 23, 2017, 03:15:16 am by SolS » Logged

  
Devlogs: Deep Greens / Star Specter
stuffedwombat
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« Reply #6 on: June 21, 2017, 06:00:08 am »

Oh wow, these look all really cool!

have you thought of adding a palette swap option, like in downwell for example, to this?
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SolS
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« Reply #7 on: June 21, 2017, 07:27:15 pm »

Thanks! And yeah I have considered something like that. I've been testing other palettes occasionally and I'm always trying to keep in mind ways I can include a variety without making too many similar variations. As for a palette swap option specifically I'm not sure how to technically do that other than creating an extra version of each stage with the changes so that might be a bit tricky to add for now.

Here's one of the color tests, a few bits from the three stages combined into one stage to see how they'd look in that color. This might work nice for some final stage after the first three but like I said I don't want the variations to be too similar to things you already see in the game, it's hard to resist using the alternate versions for at least something though. They're actually pretty useful for determining what potential changes I may want to make to the levels. The main goal though is to add more graphics to each of the stages so I won't be so tempted to recycle and re use what I already have.

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« Reply #8 on: June 23, 2017, 05:30:40 am »

I normally don't like nes/atari era pixel art, as I've always thought it looked a bit crap.

This on the other hand looks great, something about the palette choice just really does it for me. And it also helps alot that your sprite work has a nice amount of variation in it.
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« Reply #9 on: June 24, 2017, 07:04:13 pm »

Thanks! Everything about the description, including the title of the game, is a bit misleading. I'd imagine a game called star specter to be some kind of space shooter game. And maybe the description should have just been 8-bit pixel or something though at this point it probably doesn't matter much.

I always liked how much colorful sprites really popped out against black backgrounds, which was of course very common in older games, kind of like a black light effect. So I always try to include a lot of that in what I do without a lot of the other system restrictions.
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SolS
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« Reply #10 on: June 26, 2017, 10:11:42 am »

Got a start on another part of the background, closer to one of those greenhouse domes.



Also made a quick mockup to see how the water (medicine water) would look. Underwater the background is removed and the fg takes on the color of the bg, I'd do the same for the agriculture stage with the blue colors. Readability might be a bit weird but hopefully the player would get used to it fairly quickly, especially in motion with the bubbles floating up and the water's surface being animated.

« Last Edit: June 27, 2017, 09:43:25 am by SolS » Logged

  
Devlogs: Deep Greens / Star Specter
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