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Re: Shattered Wrath dev update thread

Posted: Thu Oct 01, 2009 10:14 am
by Moosader
trufun202 wrote:
Moosader wrote:I am really thinking about trying to do it in 3D, also, since everyone gives me a hard time about not having any 3D games >_>
Eek, that's mighty ambitious for a school project.
It's not a school project anymore. It was a school project last Spring, but now it's basically whatever timeframe we want (aka, when it gets done, or when we get tired of it). I only mention school because it takes up a lot of time, so not much time for hobbyist things.

Re: Shattered Wrath dev update thread

Posted: Sat Oct 24, 2009 1:19 am
by Moosader
Been working on the original graphics...:

Image

Still feels like they completely lack personality. Too bland. :/

Re: Shattered Wrath dev update thread

Posted: Sat Oct 24, 2009 1:31 am
by davidthefat
Have you tried making sprite sheet of real photographs? Like a brick wall or grass

Re: Shattered Wrath dev update thread

Posted: Sat Oct 24, 2009 9:24 am
by Moosader
davidthefat wrote:Have you tried making sprite sheet of real photographs? Like a brick wall or grass
It doesn't seem like that'd look very good for a 2D game, though I'll probably have to when I make 3D textures.

Re: Shattered Wrath dev update thread

Posted: Sat Oct 24, 2009 11:23 am
by zeid
The 'blandness' you are talking about is largely due to poor colour choice. Try varying the hue more and you will get a more stricking effect (use contrast and cool/warm colours to get an emotive effect e.g. more blue/purple towards shadow, more yellow/orange towards highlights).

http://pixeljoint.com/pixelart/7533.htm
look at this reference image (though it's a little busy), if you zoom in and look at the colours on the plants you will see the variance from yellow at the lighter areas, and blue at the shadowed areas. You will see this throughought the piece (purple on the floors, etc.)

Although I would probably suggest a few other changes as well;
For one, select a light source and stick to it. I see alot of places where shadows should be falling, this also contributes to the 'bland' look as everything feels alot flatter then it should.
note: You will likely end up with a fair few more tiles to represent shadows cast on the different surfaces.

Re: Shattered Wrath dev update thread

Posted: Sat Oct 24, 2009 11:50 am
by dandymcgee
zeid wrote:note: You will likely end up with a fair few more tiles to represent shadows cast on the different surfaces.
You could always overlay some semi-transparent black as a shadow. Although it would probably look a bit more generic. :)