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Messages - daimadoushi
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1
Pixel Art / Re: Birder
« on: June 07, 2022, 03:37:46 am »
In my opinion the process does not import, what works for you works for you. There is no such things as "the correct way of make art".

2
Pixel Art / Re: Top down skeleton [WIP]
« on: June 07, 2022, 03:07:26 am »
Again spot on feedback thanks !

I did just what you suggested and redraw the character from scratch, this time I drew the other angle at the same time. Still a lot of work but I think it improved quite a lot already ! Thanks !


3
Pixel Art / Re: Top down skeleton [WIP]
« on: June 06, 2022, 02:19:31 pm »
So I took your advice and work more on it. Im not sure if it will work for my game, but it definitely made it a lot better thanks.

Time to go sleep for me, but I wanted to post the current progress before that. :)


4
Pixel Art / Re: Top down skeleton [WIP]
« on: June 06, 2022, 01:26:12 pm »
Thank you ! You make a lot of good points. I was mostly trying to keep the symmetry at first to work faster, but that may have held me back.

I actually thought about that, also having the light on the side rather than spot on, but I thought, since the character is suppose to turn from left or right to that pose, if the character is not centered enough, it will look odd I thought.

For the 3D I didnt really want to occlude anything as possible to see the silhouette nicely, but then I end up with a static pose ! I'll give some thought about your suggestion while I try to improve it on the next cycles. I'll post my improvements later :)

5
Pixel Art / Top down skeleton [WIP]
« on: June 06, 2022, 11:08:47 am »
So I'm working on a new project, inspired by Alundra on Playstation. This is the first character and I am trying to match the original alundra style.


I am at the 9th iteration so far but it is still pretty rough. I'd love to hear some comment and feedback though.

Which one do you like the best so far ?

I found that the top down perspective is pretty tricky to create a readable pose, so I'd particularly love some feedback on that regard !

Thanks in advance !




6
Ok so here's TAKE 2. Keep in mind the art is still not from me, the new picture I put together is from darkest dungeon. It is just to get an image going with what I say to help imagining the feeling of the game.

GAMEPLAY IDEA - take 2

The game will be centered around protecting a town against various monsters that inhabit the dungeons in the vacinity. To do so you recruit heroes that you send on missions. The game mechanics will be as follow : upgrade a town which dictates the composition of your deck. Recruit heroes which serves as mana generator (like in artifact) and send them to cleanse the dungeons.


The gameplay will be divided into 3 phases.

  • Phase 1 - Development - Spending resources
    • develop town
    • upgrade deck
    • move heroes on the map
  • Phase 2 - Enemy movement
    • Enemy spawns on the map
    • Enemy moves
  • Phase 3 - Combat



Understanding the world

To fully grasp the game play, one must first understand how the map works. The map is a collection of point of interest connected by roads. As the game progress, areas of the map, called dungeons are going to get agitated and produce monsters. For example, a necromancer might arrive in the cimetery, when that happens, he will gradually gain power and send increasingly powerful undead minions to destroy your town.

Therefore, the minion spawn is linked to a specific area and follow a certain theme, so you get an idea of what theat you will face and how to best counter it.


Phase 1 - Development - Spending resources

During this phase, you get to spend the resources you acquired. To develop your town. As the town develops you get access to better pool of cards to include in your deck.

Most importantly, You will spend resource to add cards to your deck. You cannot remove cards from your deck but used cards are gone forever. So by building your deck in this phase, you essentially prepare for the battle to come. You will look at the map to see which regions are dangerous to have an idea of what to expect (necromancer in the cimetery = lots of undead = white magic pretty effective ect ...).

Lastly you can move your heroes on the map to try and quiet the threat that emerges from the different dungeons.

You have only one deck and one hand that is shared between all your heroes. So by splitting your parties you they become weaker but can cover more ground.

In other words,the game is about deck building to best counter your enemies based on the information you get from the map. You will get pressured by a tower defense mechanism, you need to protect your town and defeat the dungeons to get relieved from wave of monsters coming from this direction.



Phase 2 - Enemy movement

In the second phase, the enemy spawns from the dungeons. And move towards your town.

Phase 3 - Combat

Finally the combat phase. Every map area with enemies and heroes triggers a fight.

During a fight, each unit activate in order depending on their speed. Each turn each unit activates once.
When a unit activates it can spend its accumulated mana to cast spells from your hand.
Then it finish its action by using a skill.

Each units have a few (1-4) skills. Skill are much less powerful then spells, but are free to use and usually generate mana.

Each turn you can draw 1 card from your deck.

The battle ends when one of the party is defeated or after a few turns, in which case it will resume during the next combat phase.
Pending battles can have reinforcements later on.

The Combat phase ends when all the battles have played. Then we loop back to phase 1. During your next Phase 1, you get to fill your hand again (if you have enough cards left in your deck) and you get a mulligan.
 


As mentionned before, some of the influencial games for this ideas are :

  • darkest dungeon
  • dungeon of the endless
  • artifact


Hope that this time it is easy to understand. I think this idea is starting to get pretty solid, Im exited about playing it myself !!! Let me know what you think !!!

7
First of all thank you so much for you input. It is invaluable !

For the credit, Icons I dont remember where they come from T_T but the characters comes from Dany Oliver, and finally background is from legend of mana on PS1.

I had an epiphany last night, so I want to rewrite the whole plot in a better more tight way, but as for now let me answer to you message.

overwhelming UI : You are right, I thought it might be cool to have a little bit of explaination like magic cards but I should be more straight to the point I guess.
As for it not looking very Card-y, is it a problem I wonder ? The intent is just that these are single use actions with strong impact that needs to be managed as a valuable resource.

By the way, I agree with the label and arrows, those were just meant to explain my thoughts about what was what but I dont intent to leave them like these. I intent to have animations ect to show which characters turn it is ect ... But for the sake of clarity for this still image I thought it might help understanding my ideas.

For the text, are you suggesting I should have the text in the same resolution as the pixel art ? If so it might be REALLY limiting as well as hard to read isnt ? Is that really so ugly ? Granted it might not be the best font. For the lifebar, youre right, I did put them together directly in unity, and I didnt realize I messed up the scale.


Thank you for your input ! really appreciate it !

8
Hello there !


So as I said before, by ultimate goal is to start an indie company, and so to Ive been hard at work learning various things and preparing for my first game.

So today I come to you to have a critic on a screen mockup I put together. Now keep in mind, most of the art is not from me, I just put that together to have an idea of the style I will pursue and how the final product may look like before investing precious hours developing the actual original art.


So the game might be something of a cross over between traditional JRPG and card games.

I pulled my inspiration mainly from Darkest dungeon, Artifact and dungeon of the endless for the mechanics.


So the idea is to form a group of heroes that you can train and customize, much like what can be found in darkest dungeon. You will find yourself exploring dungeons and beating monsters. Heres what it looks like





Explaination about the GAMEPLAY


So the main difference with darkest dungeon is that besides putting together a bunch of heroes, you will put together a deck of cards (like heartstone ect...)

Each hero can be equipped with a limited amount of skills. These skills have different minor effects but their main purpose is to generate mana on your hero so you have control over how much mana you want to earn VS how much utility you want to get from your free skills. (I thought draw mechanic might be very limited like in the witcher card game, you get a big hand at the begining and you have to be really strategic about when to use them)

This mana will then be used to cast powerful spell from your deck.

Once again, little twist, the map that you may find similar to darkest dungeon is actually a little more like the map in dungeon of the endless. Each time you advance in the dungeon, waves of enemies will appear. To defeat them you will have to split your party strategically on the map. Therefore, you will be able to cast certain spell only in a room where a hero with the right mana is. Therefore knowing which hero can generate which type of mana, which can really on backup spells and other powerful effect will be key.

In between dunguoneering, you will get back to town, spending your aquired fortune to tincker with your heroes and deck before the next adventure. Keep in mind that heroes permanently die as well.

Explaination about the interface
Now I explain a little bit the interface:

Top pane is a timeline, indicating who will act next. (you can only spend the mana of the active hero)

Left Pane is the active hero information : you get his current life\mana crystals ect ... as well as his four personal skills to generate mana, the crystals on top indicate which mana is going to be generated. (icons are temporary and has no meaning besides being pretty) Besides hovering over stuff will pop up some help of course, describing what does what in detail.

Middle pane is your hand : you can browse the available cards. The mana crystals indicate the cost of the card. If you hover a card, the right panel will indicate further information about it. Im currently thinking about how to show more information on the card itself without being too overhwelming and stay pretty.

right pane indicate the map, I havent figure out how to show the important information yet, like where each heroes are ect ... I reckon Ill use some kind of colored crystal for it. Right now, I repurposed the mana crystal for it as for many things, but havent really thought about what it actually mean yet. I will have different looking symbols to make it easier to read.

About mechanics of the map :
If you click on a room, the main screen changes to show the characters in the room as well as what can be done\found in that room



Criticism : Help GREATLY appreciated

Ok first of all, thank you for reading !!!
Now thats where you come in, if you want to help me out !

I want welcome any sorts of criticism and or comments \ encouragement ! But my main goal for posting this is to gauge the interest of the potential game :

Do you think the gameplay sounds interesting ???
Do you think the art style suits ??
Do you think the mock up is readable, pretty and not overwhelming ??

Imagine this game is finished and on steam ? Do you feel like buying it ?

Please let me know if you have any idea about how to make the gameplay more interesting, if you find any potential problem with it. Same for the art style, if there is some obvious flaws in the presentation, if you think I should definitely add\remove something in the art and or gameplay.

Thank you for taking the time to read my post ! And if you are going to participate to the conversation, then let me tell you how much I appreciate your help !

See you around !!!


PS : if this is against the rules as most of it isnt my art, I apologize deeply, I would put the sources but as I gathered the pictures I didnt really keep tabs on where they were coming from. Again this is JUST a mockup to try out my ideas quickly and by no means a final product.

9
Pixel Art / Re: marine : Jacked up and good to go !
« on: October 04, 2019, 10:24:38 am »
Thanks !

Since this message is old already, I actually have reworked it quiet a bit !

Heres how it looks like now

Idle animation 48 px height


walking animation 64px height



Hope you enjoy :) and if theres any tips.. Id be glad !

10
General Discussion / Re: Read the Rules, then introduce yourself here.
« on: September 28, 2019, 02:37:53 pm »
Hey there.

My names nicolas, I studied concept art for a while and now Im making pixel art to use in my own video games. I am originally a computer scientist and wish to realize my dreams of making video games for a living.

Wish me luck and help me push my art to the next level :D

Looking forward to make friends and stuff  !
Thanks !

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