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Art
Nov 9, 2014 23:57:28 GMT
Post by Admin on Nov 9, 2014 23:57:28 GMT
After some iterations to aesthetic, The current atmosphere (minus all the shrubbery) of the field biome looks like this:
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Art
Nov 13, 2014 4:47:00 GMT
Post by Admin on Nov 13, 2014 4:47:00 GMT
Asset Tests:
Here are some test assets from various asset packs to see what fits the "core" style. So far, I'm liking the smooth shading on the columns and the wood post. Everything else is a bit too grungy. I'm also leaning towards a rim-shaded look.
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Art
Nov 15, 2014 2:48:50 GMT
Post by Admin on Nov 15, 2014 2:48:50 GMT
Playing around with edge filters to give it the traditional style of something like dragon quest. Not sure I like it yet. But it doesn't look bad in game.
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Art
Nov 15, 2014 4:49:08 GMT
Post by Admin on Nov 15, 2014 4:49:08 GMT
More asset tests so I can see what I like and what I don't. Usually, I'll just throw shit in the scene and record how it works with different elements.
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Art
Nov 16, 2014 5:51:39 GMT
Post by Admin on Nov 16, 2014 5:51:39 GMT
Another asset test with cel-shaded lines. Certain things look much better like the tree, but other things feel like they lose something. In motion, it looks better than this screenie shows, but still may not be at the level I want. (also, I gave him a cowboy hat, because why not. This is a fucking video game.)For comparison, here is roughly the same scene not cel-shaded:
And for shits and giggles, here is what it would look like if it were being turned into unfinished swan:
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Art
Dec 12, 2014 3:38:39 GMT
Post by Admin on Dec 12, 2014 3:38:39 GMT
Have been doing some UI tests. The following is the style I am leaning towards and are prototype mockups I threw together real quick. Menu: In-Game (I should note that the text in this one is not per my original mockup. It is the font, but Unity has trouble doing real drop shadows so I have to come up with some other solution for it. It also isn't in its proper place since I can't see it without the drop shadows. They should be just slight over the health/mp bars.): Update:
Fun little tidbit for yall who are using render textures in Unity. Be wary of adding of AA on the texture settings. Image effects just break if it is anything but "none"... What a bitch to track down.
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Art
Dec 22, 2014 2:36:19 GMT
Post by Admin on Dec 22, 2014 2:36:19 GMT
The following is the result of a couple hours of preliminary design for inventory. (disclaimer: icons are just placeholder). You will notice the obvious layout inspiration from diablo, but giving more of a ni no kuni feel to it. (second disclaimer: left in the font for the title and forgot to change it. It doesn't look terrible, but its a bit too squigly. I think overall, both UIs could use a bit more texture, but I like the direction so far.) For giggles and shits, here is a concept for picking up items (item drop vfx are broke so ignore that)
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Art
Jan 17, 2015 5:29:35 GMT
Post by Admin on Jan 17, 2015 5:29:35 GMT
Bump bump bump it up. Some texture tests for grass. It's a bit too bumpy, though blending with other textures will help once that comes into play.
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Art
Feb 15, 2015 6:22:30 GMT
Post by Admin on Feb 15, 2015 6:22:30 GMT
I've been quiet for a while, some crunch time for my actual job has taken away from this development a bit, but I thought I'd share what the current iteration of the game looks like.
The major points here being camera changes and color changes. Previously, I was a bit hasty in doing my color grading causing me to be unable to test authored content. So this is "real color". Due to this, it has lost a bit of its atmospheric feeling, but these things need to come in a bit later, after I get some base colors and textures down.
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Art
Feb 17, 2015 4:11:03 GMT
Post by Admin on Feb 17, 2015 4:11:03 GMT
Mood Board
I find it is useful when doing artistic explorations to make mood boards. This is a staple in the game industry (my office is littered with these). For template, the mood I'm trying to capture can be shown in the following mood board.
This mood is very stylized with a sense that the world is warm and welcoming. This is the goal I'm attempting to achieve. Now, I'm not a great artist, and work like the above was done by great artists. But I feel that if I can at least convey the emotion of the above, even if my art is inferior, I've won.
The following is some exploration done after analyzing the mood a bit.You'll notice the camera is a bit further in. This is so I can analyze the colors a bit more. It's also a bit fish-eyeish. I've made another pass at using the toon shader and I think it is working better than it has in the past. I've boosted the attenuation spread so there is a higher contrast in the ramp. You'll notice the outline now more closely matches examples in the mood board. They are fond of using a brownish hue for the outline, which I find fits that mood perfectly.
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Art
Mar 15, 2015 17:36:38 GMT
Post by Admin on Mar 15, 2015 17:36:38 GMT
Grass
I've spent quite some time looking for a nice grass texture. Every time I fail to find what I'm looking for, I move on to other things. But now I think I've finally started to hit on the mark for it.
The amount of tiling seen here isn't completely representative, but the core style is right on the mark for my aesthetic goals. Hope this gives you a better idea of the direction I hope the game can eventually take.
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Art
Mar 15, 2015 21:45:20 GMT
Post by Admin on Mar 15, 2015 21:45:20 GMT
Trees
And now that I have a nice ground texture, I can work on making some nice trees and a good distribution system.
I'm not quite happy with it yet. I love the silhouette, but I'm not a fan of the amount of chaos towards the inside... I need it to smooth out a bit.
Also, the distribution is a standard normal distribution, which works nicely for out in the open, but there will need to be some weighting towards cliffs/edges.
Work continues... slowly.
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Art
Mar 21, 2015 20:19:16 GMT
Post by Admin on Mar 21, 2015 20:19:16 GMT
Minimap
Got a minimap in that more or less fits my style. It works with my procedurally placed content/landscape, which is the important part.
I think it works pretty well for now. The health/mp ui looks pretty bad with it, but that needs to get redone anyway, so I'm not too worried about it.
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Art
Jun 6, 2015 3:40:23 GMT
Post by Admin on Jun 6, 2015 3:40:23 GMT
New Style:I've been out of contact for a while, but am still making progress on the game. To prove that to you, here is a screenshot of the latest iteration on style.
This is more of a color/value pass that anything. The game is meant to have a soft simple look but still convey that zelda/adventure feel.
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