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Thread: What are you making?

  1. #776
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    I could post updates on my Shadowrun Returns UGC since I release new content for that every 1-2 weeks but I assume that not many people want to be reading about it that often.

    However if there is any interest here about the UGC, then I'd be happy to post updates on progress.

    Would be nice if some TTLG-ers with System Shock experience could have a go at it at some point so I could get some feedback from fans of the series (System Shock).

  2. #777
    Member
    Registered: Jun 2004
    ice, I'd love to test but dont have shadowrun unfortunately :/ as for updates, I kinda enjoy seeing what other people are up to. heck, I said im not into roguelikes but still like reading Ulukai's posts and vids as a game dev!

  3. #778
    Member
    Registered: Jun 2004
    I think I established a new core mechanic in my game: being a dick

    DevBlog #4: Newspapers, GUI and Being a Dick

    This week I finished furnishing a new area with items, implemented a GUI system, and done a bit of creative writing!
    Clicky to read more and see new screenshots!

  4. #779
    Still Subjective
    Registered: Dec 1999
    Location: Idiocy will never die
    Looking good Yaks!

    This after Postmortem? You're really setting yourself up for a good indie dev rep here.

  5. #780
    Member
    Registered: Jun 2004
    Thanks Nu and for the comment. And of course I'll probably be coming here first when alpha testing time comes around again!

  6. #781
    Member
    Registered: Feb 2001
    Location: Somewhere
    koobs there is another game on special on steam atm called Post Mortem
    Yeh new game looks intriguing, lovin the art style.

  7. #782
    Member
    Registered: Jun 2004
    Awww, thanks guys. I know everyone says it, but it's genuinely very encouraging to hear that, especially regarding the art style I am still very uncertain of. I just modelled this:



    and think it looks absolutely horrendous. But I think it might be the texturing/lighting/shaders moreso than the style/modeling. I think I'm hitting the awkward zone between simplistic-blocky-cartoony (like 30 flights/jazzpunk) and detailed-gloomy-paintery, so it comes off like some environmental uncanny valley. Kinda like having those uber hi-res realistic textures on the blocky Thief 1/Deus Ex/SS2/Etc. models that look weird to me.

    (that being said, i do like how my bedrooms, characters, chairs/tables are turning out, needed polish aside)

    Any feedback at this point appreciated
    Last edited by Yakoob; 20th Feb 2014 at 19:23.

  8. #783
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    If it were me, I would take that scene and start warping things slightly, to give it a slightly crazed Monkey Island, Day of the Tentacle look.

  9. #784
    verbose douchebag
    Registered: Apr 2002
    Location: Lyon, France
    If it were me, I'd crack open that bottle of wine and start running a bath.

  10. #785
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    Well beyond individual assets, it needs an overall art direction, so there's a consistent style throughout that clicks. And I think the way you're supposed to do that is taking concept art seriously & spending time on it... I mean drawing ideal scenes on paper with an eye towards a consistent art direction & continuously tweaking it until you reach a style that works on paper. I mean think consciously about it... Do you want it more realistic or more stylized, more muted or more exaggerated, do you have a reference (image search different artists), concept it, make a plan, & stick to it...

    I think the unique & interesting look of the AI gives you a good starting point.

  11. #786
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Yakoob: In regards to the quality of your art assets, it all depends on the price your intending to go with at the end of development. For $1-5.00 what you have is fine if the gameplay is good.

  12. #787
    Member
    Registered: Feb 2001
    Location: Somewhere
    I understand the difficulty but I would like to see some more open outdoor areas, do you have plans for that? Like city streets with skyline backdrops and the like.

  13. #788
    Still Subjective
    Registered: Dec 1999
    Location: Idiocy will never die
    I like the art. It's a bit avant garde retro. But nicked is right, a bit of warping could be interesting. Maybe a bit Gaudi-esk?

  14. #789
    Member
    Registered: Jan 2014
    Location: Bangalore, India
    I like the boxy look, but the edges look a bit jagged (idk if you can actually do anything about it but it's just my opinion). I think the brightness of the mirror texture in that last pic is off though, and it looks more like a shiny plate. Maybe darken it and add a white stripe to indicate reflection? I do like the boxy look though. And maybe it's my opinion but the AI looks like Jeeves :P

  15. #790
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Retro looks in games is all the rage at the moment don't forget . If you look at the majority of kickstarter projects gaining attention at present, the vast majority are in ultra retro styles.

  16. #791
    Member
    Registered: Aug 2004
    Well, of course they are. They don't have the resources to go modern.

  17. #792
    Member
    Registered: Jun 2004
    Thanks for all the feedbacks!

    Quote Originally Posted by nicked View Post
    If it were me, I would take that scene and start warping things slightly, to give it a slightly crazed Monkey Island, Day of the Tentacle look.
    Oooh I do like that Idea, but it wouldn't fit what I am going for here I don't think. Maybe different title? (I do want to do a pure comedic one at some point)

    @gkkiller - oh yea the mirror is blue with a white sheen but for some reason got overblown to all hell. I dont know wtf. Unity happened
    And jagged edges are just aliasing; all development screenshots so no bells and whistles (not even lightmaps).

    Quote Originally Posted by demagogue View Post
    Well beyond individual assets, it needs an overall art direction
    Oh absolutely, and I do have whole folders of reference pictures. However, I haven't quite figured out how to translate it to my game world - hence why each screenie seems different, as I'm experimenting with styles.

    Part of the reason behind the blocky design, as Pyrian points out, is I am trying to keep it feasible given my skills / resources. I hope to hire artists down the line, but want to cut down on some of the work I can do myself (basic models), have something "nice" to show to garner interest before, have "backup" placeholders in case time/money runs short, and also communicate the art direction better. You can see how that worked with Postmortem, compare:

    First Alpha (all my art):


    Final Release (new art):


    Quote Originally Posted by PigLick View Post
    I understand the difficulty but I would like to see some more open outdoor areas, do you have plans for that? Like city streets with skyline backdrops and the like.
    Not in this title, BUT my "dream game" takes place in a free form exlorable city. So definitely something I will do eventually, hopefully more quickly reusing the assets/code/engine from this one Here's an old prototype in my own Engine (which fun fact, was baseline for Postmortem).

    ----

    In any case I just modelled out a kitchen area and tried something new:




    The black outlines kinda give it an interesting look, tho I'm not sure if it's not too cartoony (less 30 flights more jazzpunky). I actually discovered it by accidentally leaving the UV map overlay on one texture once hehe
    Last edited by Yakoob; 22nd Feb 2014 at 01:38.

  18. #793
    Member
    Registered: Jan 2014
    Location: Bangalore, India
    Ooh black outlines. Me gusta.

  19. #794
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    That second one looks the shiznit.

  20. #795
    Still Subjective
    Registered: Dec 1999
    Location: Idiocy will never die
    Black outlines are really cool.

    This has been done before though, no?
    Telepathy is not mind reading. It is the direct linking... ...of nervous systems... ...separated by space.

  21. #796
    Member
    Registered: Feb 2001
    Location: Somewhere
    People making games in Unity, yeh I am pretty sure thats been done.

  22. #797
    Member
    Registered: Jun 2004
    Thanks guys Nu - there actually is a toon shader that comes stock with Unity... but I don't like it. Too bright/cartoony and it only does border for outer edges. What you see above is basically leaving the UV map outlines, meaning you get them on all crevices.

    Playing around with lighting, I'm kinda digging the blocky design + realistic lighting:



    I think it gives it an interesting feel... a bit like taking photos of a lego set or something.


    EDIT: two more of my light-mucking arounds



    Last edited by Yakoob; 23rd Feb 2014 at 05:21.

  23. #798
    Member
    Registered: Jun 2004
    Well I just made my weekly devblog post tho most of the stuff mentioned you've already seen here. But some of you may be wondering where exactly does the game take place based on the screenshots. A rich mansion perhaps, or a charity gala of some sort? Well, let me just leave you with this:


  24. #799
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    I like all the clutter on the kitchensink and the lighting in the dining room, but overall it still feels a bit cheap. It's a lot of little things, like the grain on the woodmaterial on the doorframes running horizontally instead of vertically up the sides, and the faces looking like something that's been drawn in MS Paint, and the low res textures. Since the 3d models are already very simple you shouldn't skimp on the quality or the resolution of the textures. Some antialiasing and subtle depth of field would help as well. And also try some other color lighting than just the standard white. Some warm yellow/orange might work well in the dining room or bathroom.

    Don't settle for what you have now. Keep working at it because there's a lot of potential here!
    Last edited by henke; 26th Feb 2014 at 05:18.

  25. #800
    Member
    Registered: Feb 2001
    Location: Somewhere
    Potential, yes. Listen to Henke, you will.

    End of game is airship exploding in a rain of fire.

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