Adventure Game Studio

Creative Production => Critics' Lounge => Topic started by: goldensox on Mon 27/10/2008 21:55:26

Title: Project ALA-NOVE: The History. The Art and The Sounds.
Post by: goldensox on Mon 27/10/2008 21:55:26
The History by Itself.

It was a sad morning on the Sancta Izabella Sanatorium. It was 1984, and it was raining heavily. These days went by slowly for the elderly that slept peacefully, waiting the kind embrace of death, and Death lovely took them one by one.
I can remember of this one, one of them that didn’t felt so good about ending his time in time. On the last room of the longest corridor, there lived Mr. Bacarell. Mr. Bacarell didn’t liked life, but He disliked even more the idea of ending his puny existence in a cold bed. He was a genius, a famous writer and a voracious businessman no more. In his 84 years, he created from nothing the biggest book Publisher of his country: Tarantela Books. A man so stuck into life that the picture of his cold body, stiff in a bed creeped him beyond the bounds. One could say He was death’s personal enemy, but biggest admirer: his extensive publications talked almost always about her.
The Death of Jamelan Caucasus.
Death by herself in Technicolor.
Let’s talk about Death.
Fear Death without Fear.
The book of the Deathly Arguments.
A morbid man, Ziolauros T. Bacarell found himself succumbing to the final call of nature, he was no boy anymore, and now would meet personally the muse of his works.
   On that same morning, he wrote down a letter directed to his healthy, chubby and gloomy relatives, telling them that his time was ending and, slowly, he became fonder of death than he believed he could be. He knew that Death meant nothing but the return to the Glosandar, and that soon enough he’d be reborn into another creature. The idea of that not even his soul would went into waste comforted him as he wrote:

   ‘’Dearest family Tarantela Bacarell, I came through this letter to sadly announce to all of you that my life is reaching it’s limit, and that the certain death of my actual body is nothing less than certain and a sadistic matter of time. I am no longer afraid of anything, anyway. I am aware that my soul longs for a chance of returning the Streams of Glosandar, and that it’s will cannot naturally be neglected. I am also aware that my ideas, my stories and all that I have created will forever live in the form of all books I have sold. I must say that I’m a complete man: I made the entire world know my name, my work, my ideas and my way of looking to things. I made the Glosandar a public matter and now everyone knows its destiny: The Eternal Flux of Life.
   By the time you all read this, I will be a windy, vaporous soul descending to the Stream, and by the time you finish, I am almost sure that my soul will complete another being, living on him until this time come again.
   Please don’t frown, I haven’t spent enough time with you to be worth half a tear, nor have my books made me more of a good man. I spent my live in closure, spending my riches on futile pleasures and in the maintenance of my book factories. Now, that I will carry nothing but my sweet memories of everything I saw and learned, I will leave all my mundane belongings to you, in order of giving all of you the comfort I retained myself from giving during all my life.
   I’ll go in peace, and die as I was born: Struggling to breath, fighting all the odds of nature, with my eyes tightly closed and my breath failing. This time, I will do it alone, alone and by myself.
   I won’t be alone for very long, though.’’

On that same morning, the nurse served him a delicious tomato soup, but it was as cold and dark like the blood stuck forever into his veins. He met the ultimate fate, and now laid cold in a bed, but in his mouth there wasn’t the smirk of a peaceful going, there was fear and sorrow on his whited out dry eyes. A more detailed inspection, a girlish scream and shocking, and it was discovered: He was stabbed in the heart with a cirurgic scalpel, and died by the hands of someone before death could take him as the nature rules.
   By his bedside, a destroyed ink ribbon, his portable and inseparable writing machine and many scrapped papers, but no letter.
   Who could have the stone-cold heart to kill an old man on his last moments? And why would someone kill him, on his last breathes?
Where is the letter?

No one will ever know. At least, not until 20 years in the future. That’s where our story really begins.

The pictures, as the name say.

(http://img17.imageshack.us/img17/6462/dscf0272c.th.jpg) (http://img17.imageshack.us/my.php?image=dscf0272c.jpg)(http://img19.imageshack.us/img19/656/dscf0270.th.jpg) (http://img19.imageshack.us/my.php?image=dscf0270.jpg)(http://img21.imageshack.us/img21/4985/dscf0266f.th.jpg) (http://img21.imageshack.us/my.php?image=dscf0266f.jpg)(http://img172.imageshack.us/img172/4839/dscf0151u.th.jpg) (http://img172.imageshack.us/my.php?image=dscf0151u.jpg)(http://img22.imageshack.us/img22/7827/dscf0253vzz.th.jpg) (http://img22.imageshack.us/my.php?image=dscf0253vzz.jpg)(http://img149.imageshack.us/img149/5457/dscf0035.th.jpg) (http://img149.imageshack.us/my.php?image=dscf0035.jpg)(http://img24.imageshack.us/img24/531/dscf0065u.th.jpg) (http://img24.imageshack.us/my.php?image=dscf0065u.jpg)(http://img172.imageshack.us/img172/7825/dscf0276l.th.jpg) (http://img172.imageshack.us/my.php?image=dscf0276l.jpg)(http://img237.imageshack.us/img237/2294/dscf0004z.th.jpg) (http://img237.imageshack.us/my.php?image=dscf0004z.jpg)(http://img216.imageshack.us/img216/1228/dscf0166b.th.jpg) (http://img216.imageshack.us/my.php?image=dscf0166b.jpg)(http://img517.imageshack.us/img517/4980/dscf0114t.th.jpg) (http://img517.imageshack.us/my.php?image=dscf0114t.jpg)(http://img23.imageshack.us/img23/8604/dscf0068vrn.th.jpg) (http://img23.imageshack.us/my.php?image=dscf0068vrn.jpg)(http://img6.imageshack.us/img6/728/288a9nljpg.th.png) (http://img6.imageshack.us/my.php?image=288a9nljpg.png)(http://img8.imageshack.us/img8/8909/im2yjnjpg.th.png) (http://img8.imageshack.us/my.php?image=im2yjnjpg.png)(http://img9.imageshack.us/img9/3847/jp8o03.th.jpg) (http://img9.imageshack.us/my.php?image=jp8o03.jpg)

Ice-Cool Facts
*It will have an original, well composed soundtrack by Felipe Freire, brazillian prodigy aviator and composer of movie themes.
*Three huge buldings to Explore. All documents are readable, all drawers openable, all details observed.
*It will be episodic. Each building will be available in distinct episodes.
*Original art direction, with real pictures edited to be way more creepy and confusing. The current resolution is 640x440.
*Thrilling story with twists and suspense. A lonesome tale of a trip to hell.
*A modern, intelligent one-button based interface. Keyboards required anyway.

--------------------------------------------------------------------------------------------------------------------------------------------

Updates:
08/05/08-
Before begining, I'd like to sorry myself to al members that I mistreated. I beg your pardon, and your comprehension that I was having such a hard time, but I humanly forgot that you guys got nothing to o with it.

I'm overhauling this topic with more details about the history and the way the game will flow, I hope to have more feedback from all of you. I'm also searching a crew to help me keep on the game, since Im'm the only zero in doing any programming. Though I can do something, my competence to make a game the size I want is nonexistant.

Until the ends of the week, I will add the main storyline of the game, two new pictures and some concept art. By the next week, I will have a demo of the main theme.

Cheers, mates.
Title: Re: ALA-NOVE: The Artwork. The History. The Crew. (IMAGEHEAVY TOPIC, BEWARE)
Post by: Andail on Tue 28/10/2008 07:52:49
First, I think you should list the images in a column and not in a row.

Second, the images are indeed scaled to 640 pixels, but sometimes it's the height and sometimes it's the width. Since you claim that you have set the "weight" to 640 pixels it's extra confusing what you have intended to do.
The width of a background isn't extremely important, since it will simply scroll if it exceeds the screen resolution. The height is - unless the background should be vertically scrollable - more important to have constant.
If you settle for 640x400, at least make sure the height stays 400 pixels throughout your images.

And I think you should save the salesman-talk for the GiP board; "cool-ass facts" don't really have a place in an artistic analysis.

As for the photographs; I guess some of them are visually intriguing, although I'm not sure the editing you've done has improved them much. The problem with using photographs instead of handpainted backgrounds is that the demands are much higher. Handpainted backgrounds must be good to work; photos must be excellent, or the whole thing will fall flat.
Title: Re: ALA-NOVE: The Artwork. The History. The Crew. (IMAGEHEAVY TOPIC, BEWARE)
Post by: Khris on Tue 28/10/2008 09:18:31
Some of the pictures make my eyes bleed; I'll admit that I hate Myst clones, but trying to stay objective, I still don't look forward to finding hotspots in some of those.
Title: Re: ALA-NOVE: The Artwork. The History. The Crew. (IMAGEHEAVY TOPIC, BEWARE)
Post by: goldensox on Tue 28/10/2008 14:55:31
Quote from: Andail on Tue 28/10/2008 07:52:49
First, I think you should list the images in a column and not in a row.

Second, the images are indeed scaled to 640 pixels, but sometimes it's the height and sometimes it's the width. Since you claim that you have set the "weight" to 640 pixels it's extra confusing what you have intended to do.
The width of a background isn't extremely important, since it will simply scroll if it exceeds the screen resolution. The height is - unless the background should be vertically scrollable - more important to have constant.
If you settle for 640x400, at least make sure the height stays 400 pixels throughout your images.

And I think you should save the salesman-talk for the GiP board; "cool-ass facts" don't really have a place in an artistic analysis.

As for the photographs; I guess some of them are visually intriguing, although I'm not sure the editing you've done has improved them much. The problem with using photographs instead of handpainted backgrounds is that the demands are much higher. Handpainted backgrounds must be good to work; photos must be excellent, or the whole thing will fall flat.

about the pictures, the edition i made in 'em are just to characterize them with the visual i have in mind, in the game, there will be a whole atmosphere where they will work much better than on an baby-blue template. also, i dont think this way, i think handpainted backs should be excelent, the photographs already haves the detail level needed.

Quote from: KhrisMUC on Tue 28/10/2008 09:18:31
Some of the pictures make my eyes bleed; I'll admit that I hate Myst clones, but trying to stay objective, I still don't look forward to finding hotspots in some of those.
good, thats the feeling i expected. if the pics are already disturbing you, then i'm on the right way.

also, the images where scaled in the host, i remember clearly setting the weight of 'em all to 640.
Title: Re: ALA-NOVE: The Artwork. The History. The Crew. (IMAGEHEAVY TOPIC, BEWARE)
Post by: Snake on Tue 28/10/2008 15:41:20
Goldensox, you seriously need to resize those images and put them on top of eachother, you've turned this thread
into a total pain in the ass to read and navigate. PLEASE fix this.

Don't get offended by what Andail had suggested, this is indeed the critics lounge. If you want to do the pictures the way
that YOU want, there's no point in posting and thus just wasting bandwith and the time of those who give you constructive criticism.
Also, like Andail had already stated, don't waste your time writing about what the game is about if it isn't what you're here for - save it for the GiP forum. You're
obviously here for a critique of your BGs, not the "cool info" that you listed in the begining.

Quotegood, thats the feeling i expected. if the pics are already disturbing you, then i'm on the right way.
I could be wrong here, but I'm pretty sure Khris isn't complenting the "atmosphere" or "mood" of the images.
I think he's trying to say that they are too "busy" maybe, and will be extremely hard to navigate hotspots if not done properly.

Quotei can do art with both pictures and ass.
Hehehe

Okay, now it's my turn.
I think after the images are resized correctly and in the game itself, they may look alright. It looks like you're going with 256 colours instead of high?
Oh, one more thing; I thought the game took place on a train?

Other than what I already mentioned, I like the pictures, they are well taken. I'm assuming you took them yourself?
Title: Re: ALA-NOVE: The Artwork. The History. The Crew. (IMAGEHEAVY TOPIC, BEWARE)
Post by: DanielH on Tue 28/10/2008 17:46:54
Quote from: goldensox on Tue 28/10/2008 14:55:31
first of all, i don't wanna sound disrespectful but... who are you to judge my art? i can do art with both pictures and ass.

Quote from: goldensox on Mon 27/10/2008 21:55:26
Tell me what you think guys. If it rocks, if it sucks and why... Comments are welcome.

Go figure.

On another note, apart from the usual 'this layout of pictures is a pain-in-th-ass' comment, I have to ask, what do you mean by set the weight to 640? Images don't have weights, rather dimensions.
The images themselves, they don't give a feeling of SUSPENSEY at all, more like they are just photos with the 'newsprint' filter in GIMP/Photoshop applied.
As for the artwork, not a bad first attempt. As for the forum etiquette- there's a lot to be desired.
Title: Re: ALA-NOVE: The Artwork. The History. The Crew. (IMAGEHEAVY TOPIC, BEWARE)
Post by: Moresco on Tue 28/10/2008 17:51:01
Quote from: goldensox on Tue 28/10/2008 14:55:31
also, i dont think this way, i think handpainted backs should be excelent, the photographs already haves the detail level needed.

good, thats the feeling i expected. if the pics are already disturbing you, then i'm on the right way.

also, the images where scaled in the host, i remember clearly setting the weight of 'em all to 640.

Couple of things.  I didn't see the whole column vs row fiasco so I won't comment on that :p  But you keep saying "weight"...but art is not measured in a weight, but by height and width.  Do you mean to say width?  I suppose that would make sense with the value '640', but even still it can be confusing to some.  Not trying to force a certain lingo on you or anything, just trying to help out.

From my experience with both stylized paintings and the photographic type of backgrounds, photographic examples are much more difficult to work with.  With paintings you can get away with a lot, even bad perspectives can get the pass.  But with photo realism you're asking the viewer to believe, what with all the realistic detail, that what they're seeing is in fact real.  If it looks wonky or weird, it won't pass and the viewer's reaction may not be a positive one.

Maybe when it comes to painting concept art that must adhere to strict perspectives, lighting, and all the those things which are important for realism, then painting is on a level with photography and the artist must make the unreal seem real for film where it will be passed to an audience as a form of reality. 
Edit: Maybe that didn't make sense, but hopefully you get the idea... :/

I suppose in a Myst clone if there is no EGO character and you're never walking around, you can get away with a lot more as far as the scene and choices of photograph.  They don't seem too busy to me, but then again I really don't know how you plan to design your game.

With your photos, it seems like there is some kind of dot-dithering added in for stylized effect? Or was that just how you took the photos?  I don't dislike it, just wondering.

And finally...

Quote from: goldensox on Mon 27/10/2008 21:55:26
Tell me what you think guys. If it rocks, if it sucks and why... Comments are welcome.
Why are you getting all defensive over Andail's crit when you clearly asked everyone to speak freely if they thought it sucked?  Me personally, I don't think it sucks, and I don't think it rocks...I think it needs a bit more work though.  There's a lot of things you could do to clean up the images and make them less crazy, which regardless of the atmosphere you're going for...if I can't figure out what the heck it is my eyes are staring at, I'll probably get annoyed and quit playing your game.  Just somethings to think about! =]


Title: Re: ALA-NOVE: The Artwork. The History. The Crew. (IMAGEHEAVY TOPIC, BEWARE)
Post by: goldensox on Tue 28/10/2008 23:41:46
O GOD, the board had a drop down just before i posted a message explaining everthing... dammit.

well, will resume stuff:

1. I want constructice comments, like 'this sucks because of this and should make that way'. It's vague, but I'm here to learn.

2. I changed the host and added some pics with the original style I was planning, now this time they have the correct resolution (640 x 440 and 640 x 800, the tall ones where resized but it wont affect much).

3. The comic-like style was totally dropped out following the tip from The Red Press. Since I'm using IRL photos, I will try to focus more on photography than with filters, thanks a lot TRP.

4. I'm gonna add some more pictures later on.
Title: Re: ALA-NOVE: The Artwork. The History. The Crew. (IMAGEHEAVY TOPIC, BEWARE)
Post by: Trent R on Wed 29/10/2008 00:26:46
Well, I can't see your pictures anymore, so I can't comment on those yet. I will edit this post later. However:

1.) Andail was being constructive. He said what was wrong (in his opinion) with the pictures and why.



~Trent
Title: Re: ALA-NOVE: The Artwork. The History. The Crew. (IMAGEHEAVY TOPIC, BEWARE)
Post by: goldensox on Wed 29/10/2008 02:47:35
Quote from: Trent R on Wed 29/10/2008 00:26:46
Well, I can't see your pictures anymore, so I can't comment on those yet. I will edit this post later. However:

1.) Andail was being constructive. He said what was wrong (in his opinion) with the pictures and why.



~Trent


fixed the pictures, both resolution and style, comment please ^^
Title: Re: ALA-NOVE: The Artwork. The History. The Crew. (IMAGEHEAVY TOPIC, BEWARE)
Post by: Gilbert on Wed 29/10/2008 03:14:26
They're still displayed in a single row. Add some line breaks please.
Title: Re: ALA-NOVE: The Artwork. The History. The Crew. (IMAGEHEAVY TOPIC, BEWARE)
Post by: goldensox on Wed 29/10/2008 03:17:14
Quote from: Gilbet V7000a on Wed 29/10/2008 03:14:26
They're still displayed in a single row. Add some line breaks please.

I'm sorry, cant do much about that, it always look the same for me... maybe youre using some different image zoom?
Title: Re: ALA-NOVE: The Artwork. The History. The Crew. (IMAGEHEAVY TOPIC, BEWARE)
Post by: Gilbert on Wed 29/10/2008 03:29:54
It's probably your browser automatically displays the images in multiple lines when they're too wide in a row, but not all browsers do that.

Just add some enters in between the images will do, like what you did in the other thread (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35941.0).
Title: Re: ALA-NOVE: The Artwork. The History. The Crew. (IMAGEHEAVY TOPIC, BEWARE)
Post by: goldensox on Wed 29/10/2008 03:33:57
ok fixed, now for some comments please.

personally, i feel very pleased by the non-dotted style, but it's up to you guys. tell me what you think.
Title: Re: ALA-NOVE: The Artwork. The History. The Crew. (IMAGEHEAVY TOPIC, BEWARE)
Post by: Matti on Wed 29/10/2008 11:59:22
The new images are much better and somehow have the same style (colors/lighting/shadows). And yeah, it was good to get rid of that effect.

But as it was pointed out before, it will be difficult to make a game using photos. But perhaps you will make it right, who knows.

Well, I'm more curious about the actual gameplay than new photos...
Title: Re: ALA-NOVE: The Artwork. The History. The Crew. (IMAGEHEAVY TOPIC, BEWARE)
Post by: Snake on Wed 29/10/2008 12:45:39
Much better, Goldensox,

I agree that I like these photos much better without the filter. I really like them. They look a lot better without the filter indeed! I like the areas you've got as a resource for photos. With the right music, sfx and animations I'm sure those screens will work with the story great. Any photos of inside the train yet?
Title: ALA-NOVE: The Artwork. The History. The Crew. (IMAGEHEAVY TOPIC, BEWARE)
Post by: goldensox on Wed 29/10/2008 19:32:46
okay let me get some stuff straight:

The train only appears on the opening scene and near the end. also you will be able to see his wagons through 3 or 2 windows. That's it folks.

The train will be WAY MORE explored in the second episode.

About the comments, yes, the new style made everyone happier, I'm using some pigmentation technics and some saturation and huework. Simple things that fine-tune the mood.
The shadows are shadowier, the lights are more hollow, the colors are vanished and everthing looks old and ethereal, just the way I planned it.


Plus, I'm releasing the schematic of navigation to the people that are wondering how I will build the game. The schematic is also commentable so dont refrain from helping me improve it.

Here is the schema>

http://i38.tinypic.com/jp8o03.jpg
Title: Re: ALA-NOVE: The Artwork. The History. The Crew. (IMAGEHEAVY TOPIC, BEWARE)
Post by: Trent R on Wed 29/10/2008 21:23:08
My only problem is that the rooms are all so busy(which is why I hated Myst and all clones), and I'm curious as to how you'll fix that technically.

Will you put @OVERHOTSPOT@ with the mouse cursor or on a gui? Will the player actually know what they're looking for?

~Trent
Title: Re: ALA-NOVE: The Artwork. The History. The Crew. (IMAGEHEAVY TOPIC, BEWARE)
Post by: goldensox on Wed 29/10/2008 21:44:07
The cursor will be kinda big and semitransparent white. when you hover it on something that haves an possible action, it will glow blue or red. then you right-click and it activates the current possible action.
Title: Re: ALA-NOVE: The Artwork. The History. The Crew. (IMAGEHEAVY TOPIC, BEWARE)
Post by: Andail on Thu 30/10/2008 20:03:38
Quotewho are you to judge my art? i can do art with both pictures and ass.

Don't ever again come here with that crap attitude. I don't think you've understood the purpose of this board, so maybe you should lurk some before you post next time.
Title: Re: ALA-NOVE: The Artwork. The History. The Crew. (IMAGEHEAVY TOPIC, BEWARE)
Post by: goldensox on Thu 30/10/2008 20:05:13
Quote from: Andail on Thu 30/10/2008 20:03:38
Quotewho are you to judge my art? i can do art with both pictures and ass.

Don't ever again come here with that crap attitude. I don't think you've understood the purpose of this board, so maybe you should lurk some before you post next time.


I want to sorry myself for that. I wasn't having a good time by the time I said this and I overreacted. I meant no bad in saying this, and I want to express my shame after doing this.
Title: Re: Project ALA-NOVE: The History. The Art and The Sounds.
Post by: goldensox on Sat 09/05/2009 07:12:59
Updated everthing. Sorry for my bad manners towards all members. Will make this project steam hard from now on. Enjoy.
Title: Re: Project ALA-NOVE: The History. The Art and The Sounds.
Post by: Sephiroth on Sat 09/05/2009 16:00:23
Well I had to think for a moment before posting for I sense some tension in this thread but I think it deserves to be mentioned. Sorry I know this is childish, but I can't help thinking of this when I read the title:

Spoiler
ALA-NOVE / ANA...
[close]
  :-X ::)

I'm not saying it doesn't sound cool or doesn't fit (oops one more :p), but I think it could be annoying to have people make bad jokes about the title. It made me smile thinking it was some funny game but when I looked at the backgrounds and story I realized maybe it was more serious than that.

The art looks fine to me, deserted and disturbing places could set up a great heavy atmosphere. The way you presented the whole game description and story adds a lot of depth and help people seeing it as a game screen. But if you just posted the photos without any description I would have liked them a lot but wouldn't know that they were meant for a game.

I can't see any "obvious" hotspot or special point of intrest present in the screenshots (speaking game-wise of course) apart from the surgery tables one I like a lot. Imho, and in their current state, the backgrounds are more artistic shots than game backgrounds, but there should be no problem I guess as long as you don't make the game look like simple thumbnail ;)

My apologies for the jokes. Now you can flame me..
Title: Re: Project ALA-NOVE: The History. The Art and The Sounds.
Post by: goldensox on Sat 09/05/2009 18:41:32
I actually laughed a lot about the pun you made. Didn't realized that, seriously. As in Xenmas (KH Character) it's an anagram to mans--

Anyway, It's only the project name, the final game will not be called this.
About your comment towards the general look of the game... Wouldn't you say the same about Myst?

QuoteThe art looks fine to me, deserted and disturbing places could set up a great heavy atmosphere. The way you presented the whole game description and story adds a lot of depth and help people seeing it as a game screen. But if you just posted the photos without any description I would have liked them a lot but wouldn't know that they were meant for a game.

Yup, same applies to Myst. I'm trying to do something more artsy here, more... Atmospheric. I know sme pictures simply doesnt fit for the whole (dang, made one myself now) look of a game, but the beauty in indie dev'ing is to make things different. Understand those pictures as Concept Arts for the final game, they could not even go in the final release anyway.

Actually, more into game production, I'm using a 640x440 resolution, so no, no thumbs (this time, mwar gar har)