Adventure Game Studio

Creative Production => Critics' Lounge => Topic started by: fred on Thu 06/04/2006 14:32:54

Title: Paintover time
Post by: fred on Thu 06/04/2006 14:32:54
Here's a new end-game screen, shown if the player becomes a trader/merchant at the end of his sci-fi career.Ã, 

(http://www.itu.dk/people/hermund/PNGS/merchant007-mod003.jpg)

Here it is on a black bg, like in the game:
On black bg (http://www.itu.dk/people/hermund/PNGS/merchant.html)

Think I've come to the point where I need fresh eyes on it, and suggestions on how to improve it. Paintovers especially welcomeÃ,  :)
Title: Re: Paintover time
Post by: Krysis on Thu 06/04/2006 15:48:44
Personally I think the image is extremely well done, the only thing is you say its for a merchant's career.  Does that mean a door-to-door salesman? If it does - you nailed it. And a great ending screen for a delivery boy, a door mechanic and a thief too.
Title: Re: Paintover time
Post by: fred on Thu 06/04/2006 16:55:18
Thanks!

Heh - delivery boy  ;D - I actually heard William Burroughs ended up totally possessed by his paranoia, living inside a safe crammed with guns ("prepared to use them!" too), don't know if he ordered pizzas, though.

Door mechanic  *LOL* I'm afraid the game, as of yet, doesn't afford that as a reasonable career path - don't know why I haven't thought of it...

The merchant/thief ambiguity is somewhat intentional, btw.
Title: Re: Paintover time
Post by: Anghellic on Thu 06/04/2006 17:54:38
you could make the light's come out more. the rest looks really nice
Title: Re: Paintover time
Post by: A�rendyll (formerly Yurina) on Thu 06/04/2006 18:30:27
One question: why the beams in front o fthe door?

~Yurina
Title: Re: Paintover time
Post by: ManicMatt on Thu 06/04/2006 18:40:33
Looks like a safe to me.
Title: Re: Paintover time
Post by: Afflict on Thu 06/04/2006 19:09:45
Everybody knows !!

Beams = Security

;D

Looks like safe deffinately.
But like Relentless said the ending screen doesnt scream merchant.
But rather
a) let me sell you something
b) Pizza delivery for ... I C Wiener
c) Thief.

But more interesting carreers would be.. hehe

Barkeep
Junkman
miner
smuggler

That could be interesting, right?
"wink wink nudge nudge"

What do I know right  ???
Title: Re: Paintover time
Post by: InCreator on Thu 06/04/2006 21:56:17
Nice BG but I think that lighting needs more work:

* The textures and ceiling is actually a bit dull and boring. Proper lighting would hide and/or improve it.

* The staircase is dark, therefore - it's dangerous. If someone plans lights, stairs are always lit so people see where to walk.
Title: Re: Paintover time
Post by: fred on Fri 07/04/2006 13:07:42
So here's a new version.

(http://www.itu.dk/people/hermund/PNGS/merchant007-mod007.jpg)
On black bg (http://www.itu.dk/people/hermund/PNGS/merchant-mod1.html)

*Stairs have light.
*Brighter lights overall

I agree with the crits so far - I thought of different ways of depicting a merchant, and maybe this turned out wrong (since it doesn't read too clearly), but I still think the image is worth using - maybe I should just call this career path "Trader" - all the better if the image itself cries "Thief", in my opinion.

Yurina >> the beams are for ... security ... indeed... of some sort :-) Why, have you spotted a weakness in the system?

Anghellic/InCreator >> Does this fix the lights/texture problems in your opinions?

Afflict/Relentless >> The careers are hierarchically ordered so far, junkman being the lowest, then miner, smuggler, barkeep, merchant... and five more. Feel free to come up with more amazing career suggestions - I'm still happy anything I did could bring up the term "door mechanic" - cracks me upÃ,  ;D
Title: Re: Paintover time
Post by: UP on Fri 07/04/2006 15:14:36
Now I think the character is too dark, with such bright light sources right next to him.
Title: Re: Paintover time
Post by: fred on Fri 07/04/2006 20:31:02
I don't mind the character being just a silhouette, but must agree it was less disturbing in the darker version. I made an in-between to keep some of the bright colors but dim the white lights.

(http://www.itu.dk/people/hermund/PNGS/merchant007-mod008.jpg)

On black bg (http://www.itu.dk/people/hermund/PNGS/merchant-mod2.html)

Do you like it?
Title: Re: Paintover time
Post by: Afflict on Sun 09/04/2006 18:21:41
Quote from: fred on Fri 07/04/2006 13:07:42
Yurina >> the beams are for ... security ... indeed... of some sort :-) Why, have you spotted a weakness in the system?

I see it too! That huge ventilation shaft right above him!

I think its sorted you can move along to the next one now.
Title: Re: Paintover time
Post by: Evil on Sun 09/04/2006 20:37:08
The area that he is standing on seems to elevate as it moves from the stairs to the wall. This is very odd. I had to look twice because I couldn't figure it out. If you want to keep it, add a shadow to the edge, though I suggest remove it because the area below a "computer system" wouldn't be angled.
Title: Re: Paintover time
Post by: ManicMatt on Sun 09/04/2006 23:08:31
Where? I don't see it?
Title: Re: Paintover time
Post by: fred on Mon 10/04/2006 00:22:58
Ok, I'm about ready to move on to the next image :-)

Evil, do you mean the facing wall (metallic w/ bolts), or the ribbed wall below the white lamps? Or should I put a shadow where the top step of the stairs meets the floor?

The greys are very similar, especially the low wall that encases the stairs and the floor of the room. I made these edits, hopefully they make it more clear.

(http://www.itu.dk/people/hermund/PNGS/merchant007-mod009.JPG)
fix with black outline

(http://www.itu.dk/people/hermund/PNGS/merchant007-mod010.JPG)
fix with brightness adjustment of surface

Is this what you meant? - and which version is preferable?