Hi everyone, I'm a somewhat long-time lurker on these forums.. to be honest the reason I've never really posted anything was that I feel that the advice on these forums is so good that I didn't want to waste anyone's time - I see a lot of people who seem to take the time people give here for granted. Anyway - I think now I have some items that would benefit greatly from some critique and advice.
Im working on a video game, and at the moment I'm trying to lay down some basic tilesets. I'm starting with an outdoor plains/grass/rocks/trees tileset because there are a lot of good examples both in art and videogames plus it is somewhat versatile and reusable - and also quite aesthetically pleasing. I want the game to have a fairly clean, simple tileset, but still have a modern look. There are not really any technological restrictions, although I like the elegance of using small colour palettes.
Enough talk, though... here is some examples of the work:
Basic grass tileset, characters for scale, mushroom enemy (looks terrible at the moment), little rock.
I'm going to make diagonals for the grass too.
One of the major issues I'm coming up against is trying to decide if I should texture the ground. I think the current ground colour is too bold and high saturation for plain usage, however my attempts to texture the ground haven't really met for success.
Furthermore, the grass itself I have not textured and mainly left plain. I'm thinking that maybe I'll keep that look - I like how clean it is, but I will make some tiles with clumps of thick grass and another entire sub-tileset for thick grass that can tile inside any grass area. Anyone have any thoughts or suggestions?
Basic run animation for character.. but something about it looks wrong to me.. any advice on how I can make it look a little less mechanical and unreal? Also, I'd like to spend as few frames as possible. I haven't touched animating the head yet, but plan to. This one may simply be down to lack of animation experience, though!
Thanks very much in advance.