It is currently Wed Dec 04, 2013 4:47 pm Advanced search
mitDebo wrote:First, let me say that I'm extremely looking forward to Lone Survivor. A pixel horror game? Yes, please! I can't wait to just throw money at you.
With that out of the way, thank you for the compliments. I spent a lot of time on the controls and looking at how other games handled to make sure I had them right. I'm also glad you like the level design, but to be honest, I'm probably gonna redo those levels. I think there's improvements to be made - so, while they were originally intended to be the opening levels of the game, I use them more as a demo of how the game will play.
I'll admit, it saddens me a little to think of my game as generic. (I will say, though, that I welcome your criticism - it seems sincere and constructive, rather than the general hateful bile I've seen on places like tig and indiegames.com comments). I will admit, though, that you're right in that my game isn't really bringing anything new to the table. I don't know if there's anything new that I _could_ bring, though I'm still only so far into development. Would it be wrong of me to just simply be content in making the best grappling hook platformer that I can?
I'm most interested in your comment on the graphics, though. I don't really consider myself an artist, though maybe my art skills are better than some. In fact, I'm hoping that working on game development will force me to hone my art skills. I'll admit, I'm a little confused by your comment that there's a lot of gray. In those intro levels, it seems to me that it's mostly blue.
I can understand, however, the complaint about the lack of hue variation. Most of my art skills lay in drawing and doodling, so working with color has been a recent skill I've just begun to tackle. The screen shots I posted above are actually shown chronologically in the order they were made (albeit unintentionally). The first two, I basically just played with value and maybe a little with saturation when I was making my highlights/shadows. The last one, with the pillars, actually took quite a while to make, but that's where I feel like I tried to experiment more with shifting hues. I don't know if it shows though - I'm sure it still looks pretty sophomoric.
If you have any advice or suggestions, or even links to other resources, in dealing with color selection, I'm all ears! Thanks a lot for the input - it really means a lot.
Jasper wrote:Basically where sunlight hits, there is warmth, and where it doesn't there is coldness.
mitDebo wrote:So, I've decided to go over all the graphics again and redo them at twice the resolution.
mitDebo wrote:I feel like it gives it that attention grabbing detail that it was missing earlier.
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