AuthorTopic: [WIP][CC] Medievalish castle building/combat game assets/UI critique  (Read 5551 times)

Offline yrizoud

  • 0010
  • *
  • Posts: 330
  • Karma: +0/-0
    • View Profile

Re: [WIP] Castle and village buildings ( need your thoughts )

Reply #20 on: December 05, 2017, 09:41:08 am
I'd say the water animation is fine, it's not too distracting.
So far, the thing that bothers me most is the lack of cast shadows : The different shading of roof sides indicates that the sun is to the right, then tall structures should cast a shadow to the left. Not much darker than the ground, not very long (let's say 1 pixel per 10 pixels of building height), just enough to make the vertical structure "pop" from the ground. And without dithering, since at this very low resolution, it would be a real "pixel soup".

Offline SlimEddie

  • 0001
  • *
  • Posts: 93
  • Karma: +0/-0
    • View Profile

Re: [WIP] Castle and village buildings ( need your thoughts )

Reply #21 on: December 05, 2017, 03:09:04 pm
I'd say the water animation is fine, it's not too distracting.
So far, the thing that bothers me most is the lack of cast shadows : The different shading of roof sides indicates that the sun is to the right, then tall structures should cast a shadow to the left. Not much darker than the ground, not very long (let's say 1 pixel per 10 pixels of building height), just enough to make the vertical structure "pop" from the ground. And without dithering, since at this very low resolution, it would be a real "pixel soup".


Hey, sounds like a plan! just received sort of dream job so I didn't have much time to work on my game but I added shadows to every building where I felt that they were needed, also as said before I changed farmlands - not sure if for better or worse :???
I kind of like new farmlands, though they still pop a lot into the picture...
Now I am off to make water slightly more satisfying, this crude three frame animation kills me

Offline SlimEddie

  • 0001
  • *
  • Posts: 93
  • Karma: +0/-0
    • View Profile
So I made some progress regarding UI,
would love to hear your thoughts, what in your opinion doesn't look right here ;)


Offline Hunited

  • 0001
  • *
  • Posts: 90
  • Karma: +0/-0
  • Post-ironic is the new authentic.
    • View Profile
The / and progress bar look a bit weird.

Offline SlimEddie

  • 0001
  • *
  • Posts: 93
  • Karma: +0/-0
    • View Profile
The "/" symbol is a part of font that I use, it does feel a bit odd.. I sort of feel concerned as both those things represent the same thing... I would love to keep the progress bar but it makes it hard to understand how many levels building has :S Would love to hear some more input on this meter, should I keep only bar or only text and/if not what is the best way to change it? :/

Offline eishiya

  • 0100
  • ***
  • Posts: 1262
  • Karma: +2/-0
    • http://pixeljoint.com/p/28889.htm
    • View Profile
    • Webcomic: Black Dram
How about having the starting level (0 or 1) to the left of the bar, the max level to the right of the bar, and the current level inside the bar, if it's greater than the starting level but less than the max?

Regardless of how you do the text, I think you need to find a font that'll let you have text that has the same pixel size as your artwork. It looks bad as-is.

Offline SlimEddie

  • 0001
  • *
  • Posts: 93
  • Karma: +0/-0
    • View Profile
How about having the starting level (0 or 1) to the left of the bar, the max level to the right of the bar, and the current level inside the bar, if it's greater than the starting level but less than the max?

Regardless of how you do the text, I think you need to find a font that'll let you have text that has the same pixel size as your artwork. It looks bad as-is.

Yeah would be cool if text was the same pixel size, right now I have like 32 pixels per unit of measure on UI so I have to some how either work out the font size or just make my own, would be easier if game didn't need any font '-_-
But yeah gonna work on that, didn't notice it myself.

Regarding the way you suggest marking it, I did think of something similar today, gonna give it a go tomorrow and we will see how it looks :)
Also the progress bar doesn't suit the style too well, I tried making something like bar out of blocks (for example like minecraft health bar but only in full blocks), it needs coding because when it comes to pixel art, unity is very fussy with core features that would let me do that and stretches the pixels.. So either I work this out or just gonna code my own progress bar made of separate icons.

Finally the Xmas craze is over and I can continue on this project, happy holidays by the way! :)
And thanks for the input, much appreciated :) did a lot of games through out the years and I am just not gonna give up on this one and fulfill my dream of publishing a game:)

Offline SlimEddie

  • 0001
  • *
  • Posts: 93
  • Karma: +0/-0
    • View Profile
So I think I have settled on solution shown below ( for the building window ) although I would still appreciate your input.  The other thing, I tried working on font as suggested and I can't seem to find an easy way to match pixel size with UI... The issue is that I change font and it is created by unity rather than drawn on a sprite... I will look into other free fonts later when I come back to polish it a little bit more :)

Also threw together a quick view of a mission selection window, it looks simplistic, but I kind of like it ;) would love to hear what you think

And sorry for potato image quality, I should write a script to screen cap the game view -_-

Offline SlimEddie

  • 0001
  • *
  • Posts: 93
  • Karma: +0/-0
    • View Profile

Checked out quite a few fonts and I think, this one works the best of them all..