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TIGSource ForumsDeveloperPlaytestingRogue Legend 2 - Voxel harvest moon, but with less cubes
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Author Topic: Rogue Legend 2 - Voxel harvest moon, but with less cubes  (Read 2198 times)
Kassoon
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« on: January 15, 2018, 10:28:51 AM »

Itch.io: https://kassoon.itch.io/rogue-legend-2
My site: https://www.kassoon.com/rogue-legend-2/

The demo is windows-only for now, though the full game is Win/Mac/Linux

Rogue Legend 2 is a sorta Harvest Moon meets Zelda meets Recettear meets building meets roguelike.





I have a devlog about it here with more info: https://forums.tigsource.com/index.php?topic=49833.0







I'm currently trying to tune the new player experience, so please give it a try and tell me how it goes!
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Kassoon
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« Reply #1 on: February 15, 2018, 07:41:27 AM »

Like I get that it's bad and unappealing since I keep getting ignored, but what's bad about it? I can't fix what I don't know
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eyeliner
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« Reply #2 on: February 15, 2018, 10:01:12 AM »

The game needs a bit more polish. Is the chibi kind of thing a feature? I hate chibi design.

I believe you need a bit more quality in the models, I can't really say. It's not a game for me. I never got around to really understand all the fuss about Harvest Moon and Minecraft and all alikes, so I'm not the one to pinpoint what might be wrong.

But do keep at it. It seems fairly complete. Just a bit of a visual upgrade and you have a complete game.
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Kassoon
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« Reply #3 on: February 15, 2018, 04:03:30 PM »

Thanks for responding. I've been redoing and working on the final look for the character models, currently doing clothing and then textures. Here's some pictures of the new design: https://i.imgur.com/Xv3M4oR.png / https://i.imgur.com/vOrg0tS.png / https://i.imgur.com/8ePFxLm.png
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nkm
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« Reply #4 on: February 27, 2018, 11:01:40 AM »

Congrats on the release!

To be honest the game's art looks a bit like programmer art to me. This puts me off right away which is probably a shame as gameplay-wise it looks interesting. I'd hire a graphics artist if I were you.

What are the unique sellings points for the game? Why should I play your game and not Minecraft, for instance?

nkm
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Kassoon
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« Reply #5 on: March 02, 2018, 09:31:58 AM »

Thanks for the feedback.

I've got an artist but the time they can work on the game is limited, right now it's all being taken up by the new character models so we've gotta split it a bit. If there's anything in particular that looks ugly to you I'd love to know so I can refine it.

as for the Minecraft comparison:
The blocks aren't just cubes, there's actually unique shapes like wood planks and plaster siding, as well as new shapes like slopes and diagonals. The people have their own homes, schedules, jobs, and dialogue. There's an actual economy for buying and selling the things you farm or make that fluctuates and you can run your own shop to sell directly to customers. There's a slew of collection activities like insect catching, plants, cooking, mana, fishing with different types (and huge mythical fish to catch). Combat actually has a lock-on camera with attacking, blocking, and dodging with iframes and stamina as well as unique armor and weapon sets with their own appearances, attacks, timings, and stats. Actual furniture you can craft and decorate with instead of having to make do with blocks. A full research tree to make new discoveries and take you all the way from the stone age into the industrial age with new items and gadgets at each tier. An actual survival mode with scavenging, warmth, illness, and injury. Secrets and puzzles to find and solve in the world that give you upgrades to your health and inventory.  Full climbing up walls, a glider, and an airboard for surfing down mountains. Much more robust farming with a variety of plants, fertilizing, and quality as well as an EV system for breeding plants and animals to improve them through experimentation. Useful building tools like a drill, a line tool, fill tool, extrusion and cubes that are available to craft. In-game holidays and special events. More types of produce, things to do with animals, and types of animals that produce, you can also hug your animals. A more realistic and diverse ore and refinement system.
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nkm
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« Reply #6 on: March 04, 2018, 12:06:16 AM »

Ok that sounds impressive!
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onionman77
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« Reply #7 on: March 06, 2018, 11:11:34 AM »

Well I don't understand the negative comments. This game looks incredible. I like my games with rough edges, otherwise they aren't testing the bounds in my opinion.
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astracat111
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« Reply #8 on: March 29, 2018, 05:15:51 PM »

I'm actually kind of okay with the whole chibi look, I mean it looks like nothing I've seen before unless maybe you bought the art off of the Unity asset store...

I would look into if you haven't already color grading. A lot of what will turn people off visually will just be misuse of color, as in say you have aqua as a base and then have bright super saturated red, it's going to make it look super cartoony and feel unnatural.

If you're using Unity I would recommend going to the asset store and searching up color grading. Then again, maybe this is something you're already doing, not sure.

The gameplay looks great for a minecraft clone, I think just keep up the good work and keep cracking at it every day.
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Kassoon
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« Reply #9 on: April 04, 2018, 08:41:23 AM »

Thanks for the feedback, the characters are all original which is probably why they've been so difficult to get right.

I've adjusted the color grading a bit in order to get rid of that washed out cartoony look. Some pics of the new look:



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astracat111
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« Reply #10 on: April 05, 2018, 07:35:43 AM »

Yeah I have to say I don't agree with what was said before about it looking cartoony as something that wouldn't work out for you, I mean it does look very original and I think that can work out...

This is looking great so far. Do you have a means of adding mist? As stuff gets farther away, if you're going for a pleasing natural feel, it needs to desaturate in color.

Also, the greens might be less saturated which could help greatly, keep your bright blue though saturated. This is a problem that I'm having as well to be honest...



Since baby blue is your base color, keep that green from being overly saturated maybe:



And even less saturated for a more natural look:




« Last Edit: April 05, 2018, 07:51:56 AM by astracat111 » Logged
Kassoon
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« Reply #11 on: April 06, 2018, 08:38:02 AM »

Yeah after making the change I see what you mean about the green. I upped the blue and lowered the green a bit, I didn't go quite as far because it started to feel too blue, but I think this change makes it look much more natural. I also had distant terrain set to gradually match the color of the sky, but I've changed it to simply desaturate.

Here's the new colors:








And the old settings for reference, such green!




(ignore the weird block holes, I was in the middle of modifying the tileset)

edit: wrong pictures
« Last Edit: April 06, 2018, 11:28:37 AM by Kassoon » Logged
astracat111
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« Reply #12 on: April 06, 2018, 04:31:40 PM »

Hey, it looks good to my eyes. It all depends I would suppose on what you're going for.
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timba
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« Reply #13 on: April 06, 2018, 07:22:00 PM »

Just study these topics and create your own conclusions about your game.

Intro:
http://in2gpu.com/2014/06/20/difference-graphics-aesthetics/

In-depth:



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eyeliner
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« Reply #14 on: April 07, 2018, 06:38:12 AM »

Looks fine to me too. These last few snaps are way better than the first ones. Good job!
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astracat111
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« Reply #15 on: April 08, 2018, 08:45:37 AM »

Stick to a color palette and make sure everything is shiney. People are drawn to light and reflection, whether it's 8-bit or modern.

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eyeliner
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« Reply #16 on: April 09, 2018, 03:49:31 AM »

What kind of messed up advice is that? Things need to look part of a cohesive whole, not just "shiny".
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Kassoon
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« Reply #17 on: April 09, 2018, 08:34:23 AM »

I think that's exactly what they're saying, remaining cohesive and adding in good use of light to make things shine.


I've been working on a color palette to make everything uniform, which I suppose I can also post here if other people want to give their thoughts. Keep in mind I'm just taking a screenshot and replacing its color table to get a general idea of colors, the actual implementation would be much higher quality.

The pictures are in order (from palettes 1-6)

https://pasteboard.co/HfPXO4z.png
https://pasteboard.co/HfPXPGX.png
https://pasteboard.co/HfPXR4J.png
https://pasteboard.co/HfPXSo9.png
https://pasteboard.co/HfPXUhp.png
https://pasteboard.co/HfQ1gAX.png

https://pasteboard.co/HfPNvvM.png
https://pasteboard.co/HfPNyJE.png
https://pasteboard.co/HfPNDx0.png
https://pasteboard.co/HfPNHAj.png
(missing)
https://pasteboard.co/HfQ1inu.png

https://pasteboard.co/HfPPgRh.png
https://pasteboard.co/HfPPjVQ.png
https://pasteboard.co/HfPPosN.png
https://pasteboard.co/HfPPslP.png
https://pasteboard.co/HfPVgZL.png
https://pasteboard.co/HfQ1k23.png

I quickly realized having that baby blue is important, so palettes 5 and 6 are some modifications I made to 2 and 3 to get the important ones in.
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