Rupees and pots are a slightly unusual place to start! What's the player character(s) like, what's the scenario in a nutshell?
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Started with the first object I though of, more of a self assurance that I could make something of high enough caliber to keep going. Plus, rupees ("resins" in this case) are always cool looking so I literally got distracted by the shiny objects first.
As for the character, I'm apprehensive to post anything quite yet because I'm still sketching things in my notepad (almost finalized a design); I have the idea in my head, but I don't want him to be either too cute, too badass, or poorly drawn -- he's supposed to be a mix between the former two -- and so far I haven't found the mix I like. Main character is the game's namesake, Trio, who wakes up from a dream to realize he's in an high-high-fantasy setting. Stumbles across village, joins local band of thieves, runs from antagonist who apparently wants something Trio has, Trio needs to escape back home to survive. Rough 2 synopsis, I could go on further but I'd probs get too descriptive really fast
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Setting: really, while I love dragons and castles and all, I'm going for something that's really as far from traditional medieval as possible. Instead of dropping things like the generic magic stuff, I'm dropping the generic dragons and castles and stuff. Hard to explain, hoping it will make better sense once I get a main story draft/outdoor tiles/overworld theme song kicking. For now, again, hard to put in words, unfortunately.
Main Character: I don't want to say naive, quiet, etc., since those are pretty vague, but I'm trying to get him to portray the opposite of a stereotypical rude dipshit 8-10 year old boy. "cute" in a non-creepy, relatable way. It's surprisingly hard to make him look like a fighter at the same time. Perhaps I can post the best sketch I can get tomorrow and ask for C+C to see if I'm going in a good direction.
I don't think the colours are that bad but some of the rupees are oddly desaturated for gems and the lamps aren't lighting themselves up even
, could do with a bit more oomph overall I reckon. I usually slop big areas of flat colour over the prospective scene to get a feel for the scheme before actually getting down to working up individual elements.
Ah, the lamps
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Yeah, was just testing out a darker-colored variation of the lamp (the purple one), to see how it would look. I've tested the normal orange-yellow one before, was moderately happy with results:
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What doesn't show up is that I'm going to program in a sort of circular purple filter that surrounds the lamp and lights up the area around it, leaving a "glow" without looking like a cheesy 32-bit RGBA transparency overlay. Still tossing around ideas, might do a bit of a bump-map for all of the indoor tiles and do it with shader, and with areas exposed to light, shift the color towards the next purpler/bluer/greener/etc. (Depending on the torch's color) on a set palette so it still looks like untainted retro even though I'm cheating. Might be a lot of work, but it would be a very fun thing to add, so I'd be willing to spend a week or more on such a feature.
As for the resins (name for the rupees in-game), yeah, I got so carried away with doing cool hue-shifting that I forgot to really play with the value contrast.
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Yeah, I think I should do a revision on them, thanks for mentioning.
Not sure about the dither shadows or 1pix outlines on the titles, LttP had a lot of nice fat black lines and shadows. I might have a fiddle later but it's too late for me here atm.
Great point, now that you mention it I really want to go back and play with some nice thicker, slightly cartoony lines. As for the dither shadows, in hindsight I agree with you, I think I'm going to go for a deep desaturated purple shadow, which I can try to put together tomorrow morning.
Music sounds authentic, are you using an old Zelda soundtrack soundfont?
Actually, a good number of the samples/instruments were either hand-made or heavily edited
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For the flute I studied a couple of completely royalty free flute samples and spliced together some of the waveforms, edited them a bit by hand, added a lot of effects, and exported 16-bit 32kHz audio -- pretty similar with the violin. (of course, I'm keeping track of the royalty free authors, because even though they sound different from the original, and the four or so specific samples didn't require acknowledgement, I think it's only fair.) The Contrabass is a far less edited version of a royalty free soundfont, and the spirit-like droning is the (kind of corny) angel-voice sample from the same soundfont, heavily edited, and transposed down 4 octaves.
Also I've been studying the actual scores from LttP/some other SNES games, and I've been seeing what makes them so memorable/dramatic/mood-heavy. The Frontier Village theme started off sounding like a slightly happier version of the kakariko village theme in mixolydian mode, but shifted more towards what I wanted it to be -- more childish and with more charisma to it. I'm finding myself writing melodies now and zelda-fying them rather than the other way around, which I hope will add more of my own touch to them.
Anyways I'm tired as all hell, it's super late here as well, but I greatly appreciated the feedback and I'm hoping to have some improvements tomorrow. Sorry for wall of text, I'm tired and when I'm tired I just tend to spew more. And, thanks again!
Anyways, nighto