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Pixel Art / Re: Sprites and tiles and UI bits, oh my!
« on: April 14, 2021, 02:17:23 am »
The story background of the character seems quite good to me, try to convey absolutely the most of that story on the sprite, way he stands, way he walks, even on the attacks! A good yet goofy exercise I do when making characters is acting them in front of my window at night so I can see the reflection (I really need a mirror or a camera xD), believe me, the difference on the results is quite big.
Don't hold on on the shadows, or anything really, it's better to do some stuff twice or trice and be happy with the results than doing it only once and have a suboptimal feeling about it. Shadow specific, code them on a layer below the character and items, transparent or not that's only a matter of changing the layer properties or having to recolor the sprite with some alpha.
If you want to let me see the tiles I'll give them a look, maybe the lighting on them can be fixed without much hussle?
Lastly, I've played some dungeon crawlers, the sheer amount of content of some of them is plain scaring from the dev point of view, what most (If not all) devs do is to have small milestones, this keeps the moral up. For what I see you should even start with a lower count of monsters, have a minimum viable product and after that continue adding up more and more! I'm willing to bet there's still a lot you are trying to figure out for this game, so is better to redo a tiny amount of units and tiles than having to redo everything because you figured out better ways.
Looking forward to see how this plays out!
Don't hold on on the shadows, or anything really, it's better to do some stuff twice or trice and be happy with the results than doing it only once and have a suboptimal feeling about it. Shadow specific, code them on a layer below the character and items, transparent or not that's only a matter of changing the layer properties or having to recolor the sprite with some alpha.
If you want to let me see the tiles I'll give them a look, maybe the lighting on them can be fixed without much hussle?
Lastly, I've played some dungeon crawlers, the sheer amount of content of some of them is plain scaring from the dev point of view, what most (If not all) devs do is to have small milestones, this keeps the moral up. For what I see you should even start with a lower count of monsters, have a minimum viable product and after that continue adding up more and more! I'm willing to bet there's still a lot you are trying to figure out for this game, so is better to redo a tiny amount of units and tiles than having to redo everything because you figured out better ways.
Looking forward to see how this plays out!