AuthorTopic: [WIP] Some early attemps for a game  (Read 6109 times)

Offline 0xDB

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Re: [WIP] Some early attemps for a game

Reply #10 on: October 17, 2016, 08:15:28 pm
You might benefit from reviewing the Parallel Projection technique.

Have a look at this:


The roof that was pixelled appears to have an obtuse angle as seen in the reverse constructed side view based on the pixel roof but the roof angle in the design appears to be oblique which, as seen in the second drawing above leads to a projection quite different from the one that was pixelled. For simple parallel projections like this, always start from a side view, it will give you a better result than trying to wing it.

You could also use a 3D package like Blender to block in the simple form, render with an orthographic camera and then base your pixels on that:




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Re: [WIP] Some early attemps for a game

Reply #11 on: October 17, 2016, 10:37:07 pm
wow! I will have that in mind :0. I think that i will left the roof with a more obtuse angle then, for the sake of understandability for the player, in the end, it's for a game and the player need to see the door x'd. Thank you a lot
I'm not english native, please have that in consideration!

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Re: [WIP] Some early attemps for a game

Reply #12 on: October 18, 2016, 09:03:55 am
wow! I will have that in mind :0. I think that i will left the roof with a more obtuse angle then, for the sake of understandability for the player, in the end, it's for a game and the player need to see the door x'd. Thank you a lot
A change of the camera angle for the parallel projection allows both, a visible entrance and a depiction staying true to the design.  There is another issue with the current version which is that the base seems overly tall (can see that too in the derived side view with the obtuse roof) leaving the proportions of the house in an unusual state. Is showing the other side of the roof really that important?

consider this:


also, have a look at this for inspiration: http://www.snesmaps.com/maps/SecretOfMana/010bKingdomOfPandoraMap.html

They are showing a tiny bit of the other roof side after a few rows of pixels suggesting a top ridge (their fake perspective is a little different though using very little foreshortening, no foreshortening at all for some walls and floors).

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Re: [WIP] Some early attemps for a game

Reply #13 on: October 18, 2016, 09:02:55 pm
Oh no, the other side of the roof was because the reference that yaomon17 posted earlie and also this (http://i.imgur.com/kYd87M2.jpg) pokemon screenshot that i found in some moment x'd. How about this then? :0



Edit: I recolored the whole thing after reading some stuff and added some others

« Last Edit: October 19, 2016, 04:21:44 am by Asderg »
I'm not english native, please have that in consideration!

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Re: [WIP] Some early attemps for a game

Reply #14 on: October 19, 2016, 07:12:15 am
I think before you add more stuff and mindlessly apply suggestions, seemingly without thinking and without understanding the structure and reasoning behind them, you should first define what camera angle you want for your game. Show the schematic for what you intend there, so we can do a better job at pointing out flaws regarding perspective.

The tree looks flat and small. The base should curve along an ellipse. The suggestions of ellipses between the shades in the crown seem too sharp at the left and right ends, leaving the impression the tree is projected at a different angle compared to the house and also making the crown look not as roundish/ball shaped as it was presumably intended.

Again, draw a simple side view of it first, define the camera angle, use parallel projection to get a consistent appearance across all assets. Do not wing it.