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Pixel Art / Re: Looking for critique on some game art (gifs)
« on: May 12, 2022, 04:22:25 pm »
Thanks for the reply! It's all very informative. I'm going to try and reply to it all with my own thoughts though I'm very disjointed and horrible at explaining myself, so I'm sorry for that lol
So you're definitely right in that it looks generic, and no the drippyness isn't intentional, it's supposed to look cracked and ruined, though I'll go back and give it a bit more thought.
The dirt came at the very beginning when I sat down and decided "okay, I'm going to get good at making tilesets", and then after came the bricks. There's definitely a bit of inconsistency between the two styles so I'll have to decide which to keep, though both are tempting.
I was trying to add more uniqueness into it with that crystally look, but clearly I need to go more with that and incorporate that sort of theme more with the rest of the tiles rather than just the trees. This is still early so it definitely wouldn't be hard to add more of those elements, though I'm not sure if it would really make it unique enough.
I definitely want to work more on the background too, but I really am stuck with the tiles and I'm not sure how to edit them to make them fit into the ruined look without being noisy and messy. Earlier the background bricks were much smaller and really had that sort of gritty and ruined look but I found it to be far too noisy and made the whole thing look ugly.
One other thing is that I do like the sort of hard edge look of the outline, which I planned to incorporate into both the player and the enemies and other characters, while keeping it from the tiles to help them stand out more. I'm going for a sort of lighthearted and "clean" look with a bright clean contrasting colour palette, though I'm not sure if I'd call it clean as there is detail, but that's the closest word I can think of right now. Am I making sense? lol
Overall, I guess that's kind of the work I'm trying to go for, I'm trying to make it bright and colourful, with characters and interactable elements standing out, hence the outline. I'm really terrible at explaining myself so I hope what I've said and what I have helps to convey what I'm going for.
The idea is for this to, possibly, be either a roguelite or a metroidvania (it really is too early to tell but I have ideas), the entire idea of the biomes being that they're underground, but places you wouldn't expect to find underground.
One of my ideas for a later area is a huge open cavern with a floating city in it, which I thought could look interesting. That sort of thing, where you never know what to expect next. I think keeping it as a forest with ruins would be okay for the first area, just to not jump right into the deep end, though it does need work to make it less generic.
So you're definitely right in that it looks generic, and no the drippyness isn't intentional, it's supposed to look cracked and ruined, though I'll go back and give it a bit more thought.
The dirt came at the very beginning when I sat down and decided "okay, I'm going to get good at making tilesets", and then after came the bricks. There's definitely a bit of inconsistency between the two styles so I'll have to decide which to keep, though both are tempting.
I was trying to add more uniqueness into it with that crystally look, but clearly I need to go more with that and incorporate that sort of theme more with the rest of the tiles rather than just the trees. This is still early so it definitely wouldn't be hard to add more of those elements, though I'm not sure if it would really make it unique enough.
I definitely want to work more on the background too, but I really am stuck with the tiles and I'm not sure how to edit them to make them fit into the ruined look without being noisy and messy. Earlier the background bricks were much smaller and really had that sort of gritty and ruined look but I found it to be far too noisy and made the whole thing look ugly.
One other thing is that I do like the sort of hard edge look of the outline, which I planned to incorporate into both the player and the enemies and other characters, while keeping it from the tiles to help them stand out more. I'm going for a sort of lighthearted and "clean" look with a bright clean contrasting colour palette, though I'm not sure if I'd call it clean as there is detail, but that's the closest word I can think of right now. Am I making sense? lol
Overall, I guess that's kind of the work I'm trying to go for, I'm trying to make it bright and colourful, with characters and interactable elements standing out, hence the outline. I'm really terrible at explaining myself so I hope what I've said and what I have helps to convey what I'm going for.
The idea is for this to, possibly, be either a roguelite or a metroidvania (it really is too early to tell but I have ideas), the entire idea of the biomes being that they're underground, but places you wouldn't expect to find underground.
One of my ideas for a later area is a huge open cavern with a floating city in it, which I thought could look interesting. That sort of thing, where you never know what to expect next. I think keeping it as a forest with ruins would be okay for the first area, just to not jump right into the deep end, though it does need work to make it less generic.