Kitchen Sketch

Started by Snarky, Sun 03/05/2009 17:11:06

Previous topic - Next topic

Snarky



This is a sketch for one background of a two-room game. I'd appreciate critique on the general composition, perspective and functionality of this screen--and also the choice of furnishings and other stuff included--before I spend much more time on it, clean it up and add all the little missing details.


  • It's meant to be the kitchen/family dining room in the small house of an English rural middle-class family ca. 1915.
  • There will be three characters in the room: mother cooking by the wood stove (but sometimes moving around), and two children (the player characters) running around the room, plus the baby in the crib. I'm a little worried that it will be too cramped.
  • The gameplay is mainly about being naughty and making a mess all over (running around with muddy boots, climbing on the cupboard, breaking the clock, etc.). The player will have to interact with many different objects all over the room (including some that aren't included in the sketch).
  • Important elements are the mother (by the stove), the baby, (at least some of) the windows, and one of the photos on the wall.
  • The only in-game exit is the door, but the stairs (on the left) are needed for a cut-scene.

bog

The table and esp chairs seem a little out of perspective (lower horizon).

For the rest of the room, could the horizon be too high for a standard front-view character sprite? It might seem out of perspective.

Also i've never been in england, but it would surprise me if kitchens were this big for middle class rural families in 1915.

Hudders

Quote from: bog on Sun 03/05/2009 17:50:41
Also i've never been in england, but it would surprise me if kitchens were this big for middle class rural families in 1915.

Looks alright to me. Bear in mind that although they'd have a large kitchen, they wouldn't have many other rooms on the ground floor.

Anian

That's supposed to be a large kitchen?

Anyway, you might wanna check out the layout a bit, the table looks like it's far away from the kitchen. Everything else will be fixed with a bit more perspective aligning.
I don't want the world, I just want your half

Takyon

Seems to be sloping left a little. Nice sketch though.
ghost.

boojiboy


Hope this makes sense.

Your left vanishing point is almost a quarter into the page. It gets a little awkward, but you have to make sure that every object those goes in that direction still follows the vanishing point. The table with the red lines on the left is an example. The lines should be leading toward s the vanishing point, marked in blue.
The red lines up the top indicate lines that are not going to any vanishing point. If something goes past a vanishing point or the horizon line, then the lines must switch direction and still go towards their respective vanishing point. You did it fine with the window on the right. That's why it looks lop-sided.

Otherwise looks good.

Snarky

#6
Thanks for the input, guys. Yeah, it's sloping a bit to the left, and the chair on the left of the table is pretty off-perspective. I think the rest of that group look OK, but they could perhaps be adjusted slightly. That should all be easy enough.

Nice diagram, boojiboy. Obviously there are some inconsistencies, though I think if you assume that the horizon is slightly tilted and use the walls instead of the window to establish the left vanishing point it'll look a bit better. But--and sorry if I wasn't clear in my original post: I'm not so worried about the construction of the perspective... after all, this is just a sketch, and for the final version I wouldn't just eyeball it. I was asking more about the choice of perspective, like the height of the horizon, placing of the vanishing points, and using two-point in the first place. Any opinion on those aspects?

As for the room size and the horizon, I was trying to make sure there was enough floor space to have three characters walk around on it simultaneously. (Like Hudders says, I was thinking that the only other rooms on this floor would be an entrance hall and a parlor--reached by a door in this room's fourth wall--that is used to host guests for tea or dinner. This is the room where the family spends most of its time.) However, I've tried moving the table back a little bit to be more in line with the window. Is that better? The only problem is that now you can't really see the line of boots and shoes, which are needed in the game.


Snarky

I haven't had time to work much on it, but I tried fixing the perspective errors and adjusting the POV slightly.



Does this look workable? The only problem I can see (apart from minor things like the countertop surface of the cupboard in the corner being off-perspective) is that the little cabinet/desk on the left is probably too low for a grownup to sit by.

Next step: put in a test character to see if the scaling and angle looks OK.

Jakerpot

Hey, this is for leitor's edge? Is looking good as always  :D



Snarky

No, that's Snake who's doing that game.  :)

This is for a project that I'll just call TNM for now.

Jakerpot

OH MY >.< SORRY! i changed the names in my mind  ;D your style remember him i dont know why. What is TNM?



Igor Hardy

Quote from: Snarky on Tue 26/05/2009 15:38:53
I haven't had time to work much on it, but I tried fixing the perspective errors and adjusting the POV slightly.

Does this look workable? The only problem I can see (apart from minor things like the countertop surface of the cupboard in the corner being off-perspective) is that the little cabinet/desk on the left is probably too low for a grownup to sit by.

Next step: put in a test character to see if the scaling and angle looks OK.

The only potential problem I can think of is that the table may obscure too much the children characters. Otherwise I'd be already making a game using that sketch, but that's just my game designing style - not a lot preparations or even finished graphics before putting everything together for a test drive (with puzzles and all). ;)

SMF spam blocked by CleanTalk