I think I liked the 1st sketch better, I don’t know if it was the view point, or the fact that you only needed to see the north wall, or maybe it’s the thin border around the walls. Also, if there’s a rug in the room, you know there’s a key under it
If you’re good at whatever you have to be good at to do the following, you could create a depth image of each scene to get real accurate shadows. If you also have a depth map for each sprite, you could get full accurate shadow mapping in a 2D game, which would look so insanely amazing that I’d bow to the ground for you.
There’s some obvious errors, but what do you think of this environment?
Beautiful!
Thank you!
Do you see anything you’d think I should change? I’ve already decided to remove the sidewalk so the player has more walking space.
I like the sketchiness of your design. I would suggest to use a pen over your pencil instead of blacking the line with a paint program. The inking will help keep your original design look.
I agree, blacking out the lines after scanning makes them look too uniform and mechanical. I’d suggest getting yourself a nice brush pen to do the thick lines with, and maybe inking some of the finer detail with a fineliner.
I may just thin out those lines, the pens may limit a few things on my end.
The sketchiness works, but I would suggest watching out when it comes to perspectives.
In what you’ve posted there are several of instances where the lines formed aren’t parallel where they should be (Such as the door in the ‘from the corner view’.) The main reason bring this up is that when you have lines that people know should be parallel can cause a sense of disquiet, which may or may not be what you intended to do.
If all of the art is off to the same degree, it doesn’t make too much of a difference, because it will be come ‘normal’ at least in the sense of what you’re playing with. But, if your later art ends up being better about perspective/square/parallel, but you leave your earlier attempts in, people (Especially those like me, heh) will spend a lot of time wondering why the room is so ‘off’.
This can, of course, be used as a form of foreshadowing in your game, or an indication of things going wrong. Say, if most of the world is four-square, then you get one room where the windows aren’t quite square, or the doors are lopsided. That room will be even more off-putting or creepy. Or, if your game has things ‘getting worse’ in some way, several images of the same rooms gradually changing can affect the mood.
http://img820.imageshack.us/img820/484/battleareafindownsized.png
This is going to be the battle zone for some of the fights. Depends on where you are really.
I like the graphics style of the battle zone. Very dark, post-apocalyptic kind of feel.
Thanks! What I was going for.
Your sketches are fantastic!
If you made your game look like that, it’d create it’s own genre of style! :o
I like the sound of that. lol.
I’m currently working on player sprites, once they are smooth, I’ll make the battle engine. Not sure on to go with action based (TWEWY) or Turn based(FF).
I could probably make a smoother turn based engine, so I might go with that. Not sure.
As for the graphics style, I’m not sure if this was what you were intending to do in the first place, but I would consider the idea of leaving the sort of “paper and pencil” style and drawing off that for the other graphics in the game. Would give it a really unique feel and I think you could execute it well.