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Pixel Art / Re: Trio: A Non-Cringey Retro Game Project [Zelda-like tiles and stuff]
« on: March 13, 2014, 01:32:50 pm »
Holy hell it's been a long time since I've updated this. Or worked on it really
Picked it back up again yesterday, made good progress:
time lapse of the sprite over the past few hours. I made it at like 2 AM and was hoping that I wouldn't wake up and realize it was shit but it turns out I actually like it more now than last night. Made his colors saturated to stand out against the background, and because I think it has a nice, fresh look to it that way. Tried to make it readable and use some good cluster techniques (didn't completely achieve this but I think it looks readable at least.) His perspective against the rest of the objects and the room is questionable, but I don't think the average player would mind, and I don't want him looking like a fat dwarf like Link in ALTTP. Made a lot of door and window variations, but only one variation of each is shown. Tweaked colors in existing tiles here and there. Scrapped that old title splash screen thing, going to reimagine it later once I have some more important assets (like actually animating the sprite, for one) finished.
Music department is going slowly, but I've been doing a lot of music theory study lately so hopefully when I do get an idea I'll execute it better.
Programming / shader effects department still completely nonexistent, still working out the best way to simulate 3D objects from the 2D tiles, pretty much leaning towards a normal map, just figuring out how I'm going to go about actually making the normalmap tiles efficiently (and hopefully without lots of manual number crunching.) Might model some things out (like pots and blocks, etc.) out in blender and derive their normalmaps from that. Still a lot of work to do.
Still going over all of your ideas Facet, thanks for all the feedback thus far!
Picked it back up again yesterday, made good progress:
time lapse of the sprite over the past few hours. I made it at like 2 AM and was hoping that I wouldn't wake up and realize it was shit but it turns out I actually like it more now than last night. Made his colors saturated to stand out against the background, and because I think it has a nice, fresh look to it that way. Tried to make it readable and use some good cluster techniques (didn't completely achieve this but I think it looks readable at least.) His perspective against the rest of the objects and the room is questionable, but I don't think the average player would mind, and I don't want him looking like a fat dwarf like Link in ALTTP. Made a lot of door and window variations, but only one variation of each is shown. Tweaked colors in existing tiles here and there. Scrapped that old title splash screen thing, going to reimagine it later once I have some more important assets (like actually animating the sprite, for one) finished.
Music department is going slowly, but I've been doing a lot of music theory study lately so hopefully when I do get an idea I'll execute it better.
Programming / shader effects department still completely nonexistent, still working out the best way to simulate 3D objects from the 2D tiles, pretty much leaning towards a normal map, just figuring out how I'm going to go about actually making the normalmap tiles efficiently (and hopefully without lots of manual number crunching.) Might model some things out (like pots and blocks, etc.) out in blender and derive their normalmaps from that. Still a lot of work to do.
Still going over all of your ideas Facet, thanks for all the feedback thus far!