Thanks for the many comments on my sketch. There seems to be quite conflicting opinions about if this perspective might be usable for what it is intended for, so I should give you some details about that first:
It's no background for a cutscene. The character has to walk in from the left and may leave through the gate at a later time. Walking on the right side of the gate is not mandatory. I thought making the screen scrollable, i.e. I would add some more "beach" to the left of what this sketch shows.
Yeah, you're right. But since this is intended to be an entirely overdimensional sandcastle, inhabited and guarded by a 6 year old preschooler with a bad megalomania, it's ok for me if parts of the scene appear somewhat unrealistic
aside from that, I tried bringing the grates closer together, but they just kept looking awful and were drawing the eye too much into that direction.
I'm not too familiar with that 90 degree rule you're speaking of, but if my thoughts are right this rule may only be applied if the corner points to the viewer or, in this example, if the viewpoint is anywhere in the room that is covered by area A moving along vector N, which is standing at a right angle to both of the corner vectors.

Anyhow, I may be false in this case.
My primary goal is to cause the viewer a feeling of beeing really tiny in regards to the castle. It should somehow feel like the building is heavily narrowing the space around you, even though it's an outdoor scene.
I thought about skewing perspective so that it seems like some towers were bending over you, but I failed drawing a sketch that i liked and still gave some place for the character to move around the screen. I'd like to see how you would solve this one
As some of you mentioned, the skewed perspective makes it hard to use this as a walkable background, but since the game it is used for should be pretty... uh... unrealistic with perhaps a touch of surrealism, I wouldn't mind for some obscure perspectives if it all looks good in the end.
More c&c appreciated
It's no background for a cutscene. The character has to walk in from the left and may leave through the gate at a later time. Walking on the right side of the gate is not mandatory. I thought making the screen scrollable, i.e. I would add some more "beach" to the left of what this sketch shows.
Quote from: SpacePirateCaine
The one issue I have with it is that your portcullis, though looking great, would serve little to no purpose on keeping anything smaller than an elephant out of the castle unless there were either smaller grates within the larger ones, or it was actually iron slabs interspersed with large girders, and not a grated portcullis at all.
Yeah, you're right. But since this is intended to be an entirely overdimensional sandcastle, inhabited and guarded by a 6 year old preschooler with a bad megalomania, it's ok for me if parts of the scene appear somewhat unrealistic

Quote from: KhrisMUC on Mon 18/06/2007 21:51:55
The bg itself breaks an important rule; the 2D-depiction of a 90°-corner pointing to the viewer can't contain an angle below 90 degrees, I'm too lazy to look it up now, but it's in one of Loomis' works.
I'm not too familiar with that 90 degree rule you're speaking of, but if my thoughts are right this rule may only be applied if the corner points to the viewer or, in this example, if the viewpoint is anywhere in the room that is covered by area A moving along vector N, which is standing at a right angle to both of the corner vectors.

Anyhow, I may be false in this case.
Quote from: KhrisMUC on Mon 18/06/2007 21:51:55
Conveying that the castle is huge can be done without ignoring basic perspective laws.
My primary goal is to cause the viewer a feeling of beeing really tiny in regards to the castle. It should somehow feel like the building is heavily narrowing the space around you, even though it's an outdoor scene.
I thought about skewing perspective so that it seems like some towers were bending over you, but I failed drawing a sketch that i liked and still gave some place for the character to move around the screen. I'd like to see how you would solve this one

As some of you mentioned, the skewed perspective makes it hard to use this as a walkable background, but since the game it is used for should be pretty... uh... unrealistic with perhaps a touch of surrealism, I wouldn't mind for some obscure perspectives if it all looks good in the end.
More c&c appreciated
