Pixelation
Critique => 2D & 3D => Topic started by: SaMen on September 25, 2008, 01:55:37 pm
-
Hello guys,
Firstoff, I am a bit of a novice. I want to create a horror game, but I currently have 3 options..
I don't know which one to take... Hopefully you'll be able to help me.
The simplest. Front perspective:
(http://img524.imageshack.us/img524/6131/17517465yl8.jpg)
Top-side perspective:
(http://img210.imageshack.us/img210/2737/95733905hf4.jpg)
3d, most complex:
(http://img210.imageshack.us/img210/2642/34915972zv9.jpg)
Also, any tips or advice on the style?
-
there's not much difference between them, so its hard to say which is best. you need to keep in mind how each will effect the game, how things are represented, etc.. id go with whichever is most comfortable for you.
-
I would say any of number 2 or 3 would be good, but not the first one. Especially if you plan to put important things on the floor.
Is this gonna be a point/click game?
-
Another concept. I think I'm going with Top-side view. Even with pixel art, all the cleanliness is lost using 3d.
(http://img211.imageshack.us/img211/8209/43dsn0.png)
It is gonna be adventure, but not point&click.
-
that perspecive is all messed up. I think you would be better off with the perspective you chose for the top ones.
if you wanna use that sort of perspective, you should be ready to use sliced floor and cealing, like in SF2
-
I know its just pseudo-perspective, but I think it works ;)
(http://img227.imageshack.us/img227/7875/mockuppg8.png)
-
SaMen, your floor and ceiling do not converge to vanishing points on the same horizon. Whereas this is not 'wrong', and indeed artists like Dechiriko made a whole thing out of suffocating perspectives such as these, you should be aware of what you're doing and the psychological effects it has on the viewer.
-
In your last work the horizon is too low (bit higher than the doorhandle). I made a sloppy photoshop-stretch-edit to put the horizon higher to achieve a more natural look of the room.
(http://i25.photobucket.com/albums/c62/markusrosse/other/samenedit.gif)
-
concepts...
(http://img149.imageshack.us/img149/1852/p1oc1.jpg)
This would be real one-point perspective, but I don't think this would work well ingame...
(http://img527.imageshack.us/img527/5048/p2gj4.jpg)
(http://img258.imageshack.us/img258/225/p3tg4.jpg)
old ones...
-
actually the one point perspective is much much better if you want a 'normal' looking room. I'd use the other viewpoints only for sanity-destroying game feels. Do you want your game to have this sort of psychological effect on the player?
-
Just had an idea. In case you are mapping the Rooms in 3D you could start with normal 1 point perspective and then dynamically deform them in realtime.
Also one thing you really need to do is have a difference in lightness on the back and side walls.