AuthorTopic: [WiP] Topdown gameart & style mockup  (Read 3629 times)

Offline Grimsane

  • 0010
  • *
  • Posts: 423
  • Karma: +2/-0
    • View Profile

[WiP] Topdown gameart & style mockup

on: June 14, 2012, 07:41:12 am
did this quite a few days ago, been intending to upload





no reference, just messing around and it fell together (started out as just a shrub), wouldn't mind doing a top down shooter with RPG elements if i had a programmer to help (actually I already started a game a fair while ago that I got upto a primitive playable prototyped with functioning HUD and rigged up stats and a working skill system, I'll try dig up the images if i can) so I'm not incapable of programming I just don't have the time to do art and programming and it's not my strength.

I think subconciously it draws a bit from The Chaos Engine.

helpful feedback would include any suggestions critisisms or general feedback on the perspective and style :)

Offline rikfuzz

  • 0010
  • *
  • Posts: 427
  • Karma: +1/-0
    • View Profile
    • twitter @hot_pengu

Re: [WiP] Topdown gameart & style mockup

Reply #1 on: June 16, 2012, 02:32:02 pm
Could do with more than 2 frame walk anim at this size, but I like where it's going.

Not many games use instantaneous invisible bullets, outside of the FPS realm, I guess it's cos there's less link between cause and effect, and obviously makes enemy bullets either behave differently, or impossible to dodge. 

The shadow colours are different for the man and the bush at the moment

Offline Grimsane

  • 0010
  • *
  • Posts: 423
  • Karma: +2/-0
    • View Profile

Re: [WiP] Topdown gameart & style mockup

Reply #2 on: June 16, 2012, 04:33:33 pm
yeah that was more a test, and It was all done spontaneously, I think I'll probably try seeing how fluent 5-6 frame walk is.

and oh snap yeah I added them when i was messing with the shrub, completely forgot about that, his shadow is 50% black i think, I'll try spend some more time developing these, I got alot of mockups and general ideas I experiment with, all of which could easily evolve into their own games with enough motivation, time and effort.

and yeah I've noticed, I thought it would be cool to have an effective shoot animation and sound effects muzzle flash and bullet strike effect, to take care of the cause and effect. and I am well aware that is the main reason they did it so you could avoid enemy gunfire, most games had your projectiles moving 2-4x faster than the enemies' too. one thing I am considering is most the enemies won't at all have any form of projectile, and maybe just throwing objects if they do. or there would be alot of balancing involved with making the character impervious to a ridiculous quantity of bullets before inflicting any real grievous harm which can be solved with armour of some description, but I'd rather go the non gun wielding enemies, was thinking more shadowy beasts that leap and pounce at you of various sizes and descriptions, possibly spitting at you spitting something at you, I've seen people dodge snake venom before, but never a bullet :lol: