Style critique

Started by Volte6, Thu 02/04/2009 23:00:33

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Volte6

We're trying to define a style that will enable us to knock out a lot of artwork quickly, and yet still be appealing to play in...

Here is an example of a room... please let me know any thoughts on it, and whether it would be appealing to play in.

Thanks!


SpacePirateCaine

It's simple but effective.

The perspective in the room is off in a few places, but stylistically I don't really have much problem with it. I'd say your walls need a little bit more definition, as at the moment it's hard to tell where they separate - the pattern on the z-axis walls also don't really follow the direction of the wall. If you're making the images in Photoshop or the GIMP, I believe it's easy enough to skew them so that they fit your edges a little bit better.

The room could also use some more 'clutter' as it were. At the moment it seems really bare, and though it's functional, it's not very engaging. You might want to add a rug, perhaps, or something else on the shelf above the bed. Also it could use maybe some sort of foreground element to break up the bottom edge a bit. Aside from that, if you fix up the linear perspective a bit, it should be A-OK.
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Volte6

Another pass....



Please give any feedback. I'm really looking to see if this is a viable style, not just to get the job done, but can it be a somewhat pleasing appearance. It's hard to tell for me, i'm too close to it right now... but is the style too simplistic? For example, I find myself disliking things drawn in M.S. Paint stylistically, and want to know if this gives the same feeling to others.

Takyon

I find this quite simple and personally wouldn't want to play with such basic graphics. Maybe add more detail and surface and I think it could be good. It all depends on what game you're making though really. So long as it fits the purpose.

What was this made in btw?
ghost.

Volte6

This was done in flash... although photoshop is an option, flash is really flexible for this purpose and extremely quick.

What I'm sort of thinking is a really loose style such as what's seen in castle crashers:



Not quite there yet though... but I think it might be doable. Dunno. I just know that I can't focus too hard on making every room a photo-real masterpiece, as that would hinder development to a crawl.

Takyon

Just add more detail you should be able to perfect it sooner or later.
ghost.

Volte6

Now with more detail..... any other recommendations?


Takyon

This is already a vast improvement from the first. I would be more inclined to play this game now. Maybe a poster or something on the walls or more leaves on the plant. It just looks a little bare still IMO.

What's your game about?
ghost.

Volte6

It's about a simpleton scientists apprentice (Igor-type) named Rogi who gets tasked with his masters duties when his master becomes too incapacitated to do it himself.

Volte6

Here's a newer version, a little more polished...

The tree actually has several states of growth, and there is even one with a birds nest on it... I'm just showing one of the stages here.

There will also be a low table in the room, but that isn't ready yet.



Thanks for everyone's advice and honest criticism... it's really helpful to hear honest opinions.



Geratuza

Personally, I like to play games with a dense athmosphere. For backgrounds, this heavily depends on interesting, moody lighting (color, brightness, shadow cast). As it is now, there's almost nothing of this.
Another point I wondered about is that the objects (in front on the bed and on the shelf) are more detailed and have finer lines than the background. This way they stick out slightly. In my opinion they should blend more with the background.

rharpe

I like it. Has a nice cartoony look that you can never go wrong with.
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Trent R

Overall, I think it looks pretty good.
But, since you want a critique--here goes:

-Trees in the BG stand out way to much. 1, they're way darker than anything. 2, you can tell they were copy-pasted over and over.
-Rework some lighting to work more naturally (not meaning natural light...). Like the wall of the staircase, it should not be that dark at all!
-Shadows on other objects look great. It's just the stark, jarring contrast the angers my soul....
-I like the detail in the rocks, and wood grain. Great job on both of those!!
-Really like the foreground frame. I'd suggest doing similar things on other screens, and *maybe* tweaking the lighting(gasp! I bring it up again!) on them. But that's a maybe, see how it looks, cause it looks good enough so far.


~Trent
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bog

The only thing that bugs me is that all the trees are the same. Also the mouse trap seems kinda small but i might be wrong. I'd play it if the story was good, it looks nice

Volte6

Great feedback thanks! I hope to post a new version soon, hopefully addressing some of your comments.

Volte6

Okay one last update for now... hopefully i'll have something new shortly. I tried to take everyone's feedback into consideration where I could...


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