AuthorTopic: Turn Based mock-up  (Read 4552 times)

Offline adcrusher524

  • 0010
  • *
  • Posts: 155
  • Karma: +0/-0
    • View Profile

Turn Based mock-up

on: July 22, 2012, 03:39:45 am
Hi everyone! Recently I've been working on a mockup for an advanced wars type game. I was inspired by Eyecrafts mockups of Super Daiymo (http://www.wayofthepixel.net/pixelation/index.php?topic=12835.0) to make a high saturation top down.


(ignore the thing on the side I was using it for tiling)

I was thinking those sheep at the top eat grass to lay eggs, and you can choose what monster comes out of the eggs. Right now I have 5 different types of enemies and a couple of tiles. I'm trying to persuade my brother into making an android game with these graphics haha. Please leave comments or criticism. Thanks! Next up I'm going to animate the water and snake, and possibly some new tiles.

Offline PypeBros

  • 0100
  • ***
  • Posts: 1220
  • Karma: +2/-0
  • Pixel Padawan
    • PypeBros
    • View Profile
    • Bilou Homebrew's Blog.

Re: Turn Based mock-up

Reply #1 on: July 22, 2012, 03:24:19 pm
A good choice of colors, imho. I think you could even drop that light-ceylan outline without losing readability.

Those little monsters are really appealing, but it may be annoying to see them continuously jiggling while you're thinking about your next move. It might be more appropriate to have an idle sequence that has some pause in it (let's say 90% of the cycle), and to randomize the offset of the animation so that you see monsters randomly moving a bit rather than all of them moving in a synchronized way.

I love how you demonstrate that continuous texturing isn't required in pixel art and that a few pixels can be enough to hint dirt/grass/stone, too :)
Are those small trees meant to remain that small ? That's a bit odd compared to the units size ...

One last thing: how about flipping monsters that are not symmetric (e.g. so that blue unit and red units seem to face each other) ?

Offline Dr D

  • 0010
  • *
  • Posts: 415
  • Karma: +0/-0
  • Not a real doctor.
    • View Profile
    • PJ Gallery

Re: Turn Based mock-up

Reply #2 on: July 23, 2012, 12:24:37 am
Are those small trees meant to remain that small ? That's a bit odd compared to the units size ...

A lot of turn based strategy games do this. I don't think it's meant to be a literal representation of trees in his world, I think it's more to say 'there are trees here' more than anything.

Although I don't even think it's that the trees are small, it's that the units are big, which is necessary.

Offline PypeBros

  • 0100
  • ***
  • Posts: 1220
  • Karma: +2/-0
  • Pixel Padawan
    • PypeBros
    • View Profile
    • Bilou Homebrew's Blog.

Re: Turn Based mock-up

Reply #3 on: July 23, 2012, 09:39:25 am
Are those small trees meant to remain that small ? That's a bit odd compared to the units size ...

A lot of turn based strategy games do this. I don't think it's meant to be a literal representation of trees in his world, I think it's more to say 'there are trees here' more than anything.
Yup, I know and acknowledge that, and I wouldn't have pointed it out if we had e.g. human units. Yet, they also be there to say "this is the world we're fighting in", imho, and given that your units are insects and frogs, having the same size for 2 trees or for 1 frog becomes a bit akward. "here be flowers/bushes/rocks" would work equally well, and would reduce the immersion de-phasing, imho...

unless (of course) the game is about gigantic frogs and insects fighting against each other.

Offline Bissle

  • 0010
  • *
  • Posts: 117
  • Karma: +0/-0
    • View Profile

Re: Turn Based mock-up

Reply #4 on: July 27, 2012, 04:10:11 am
Looking good! What are those red creatures on the center bridge supposed to be? I'm having trouble telling. I agree with PyreBros that the simple texturing is working quite well. I think the trees do need to be better integrated into the terrain they're on. If they were not grass, they would be great, but on sand/ground, the green shadow and anti-aliasing looks really out of place.

Offline Grimsane

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

Re: Turn Based mock-up

Reply #5 on: August 01, 2012, 04:47:21 pm
just arbitrarily chose this to remap in my increasing efforts to test my new palette, gotta say it doesn't look half bad, figured I'd share


the ground was automapped to that yellow tone, I filled the top portion with another colour to test, this is by no means a hijack  :lol: oh and I actually like your colour choice too I might add :)

btw I like the designs looks quite interesting, got or planning on any more graphics relating to this? and I guess my main question is what are the likelihood it will go beyond a mockup? (and by all means keep persuading/nagging your brother or anyone else you know can code hah, or investigate some WYSIWYG game creation tools and see if it's viable to do it yourself)

you've gotten some good feedback in here too ;D