AdolfSatan
Arcane
- Joined
- Dec 27, 2017
- Messages
- 1,871
I like the idea and your commitment to the setting. Would love to play a demo when it's available. Just, please get rid of that awfully fucked up perspective.
I like the idea and your commitment to the setting. Would love to play a demo when it's available. Just, please get rid of that awfully fucked up perspective.
In the new artwork. For one, I think the top-down pov flattens too much the structures, which takes away the amazement from just looking at how incredibly tall those buildings were.
The horses, background, and character are incoherent with regards to each other.
Columns and walls are forming some sort of impossible angle. Either you should be able to see their sides with that slight inclination they have, or straight down from a vertical point of view as the perfectly round/rectangular cuts show, but never both. Also, why are the stairs so flat?
On that same note, the character shows a much more pronounced angle, while the horses appear from a much more top-down perspective.
The horses themselves, the background, and the work on the tiling all look fantastic though.
Bonus pointillism: beautiful as they are, the main purpose of columns is that of structural support. The placement of those in that building makes no sense at all.
Top-down would be a waste of resources since there's no way anyway will be able to appreciate the work put into the art.
Angled works much better, but then again, there's still something awkward about it. Why are the walls on the side straight? If the southernmost wall is closer to me than its opposite, why are both the same size? Every other element in the scene is properly rendered.
Honestly, i like the previous angled version more, mostly because its familiar and also shows a lot more content and there will be no need for "transparent" walls when you are inside a temple or behind of it. But this is just my personal opinion and perhaps wrong.
I grown with games such as FF Mystic Quest so i am a lot more familiar with that top-down angled perspective.
For me it's easy to implement, all art is shown (not transparency tricks), all content is shown and for some weird reason i find it a lot more atmospheric against isometric and i would go for that and see what happens.
Perhaps it has to do with me disliking full 3D in such games and prefer pseudo-3D. Perhaps it needs a lot more content on screen before deciding.
There's still a little bit, though; when Theseus walks through the doorway, the wall becomes transparent. Same for when Theseus walks behind the columns.
Because if the closer wall looks bigger, and the further away one smaller, unless there's some angle on the side-walls that connect them, they'll be pointing nowhere.I think I understand; because the perspective-point is in theory closer to the lower wall, it should appear greater? I understand what you're saying now. Why wouldn't the walls on the side be straight, though?
Look at cavalier-oblique perspective, it's similar to isometric but makes certain aspects easier, such as depth being the same on the X and Y plane. Tim Cain mentioned this perspective made a lot of the Fallout 1 art and movement calculations much easier than true isometric.Honestly, i like the previous angled version more, mostly because its familiar and also shows a lot more content and there will be no need for "transparent" walls when you are inside a temple or behind of it. But this is just my personal opinion and perhaps wrong.
I grown with games such as FF Mystic Quest so i am a lot more familiar with that top-down angled perspective.
For me it's easy to implement, all art is shown (not transparency tricks), all content is shown and for some weird reason i find it a lot more atmospheric against isometric and i would go for that and see what happens.
Perhaps it has to do with me disliking full 3D in such games and prefer pseudo-3D. Perhaps it needs a lot more content on screen before deciding.
Thanks; it is definitely easier to implement and doesn't require much in the way of graphics transparency. There's still a little bit, though; when Theseus walks through the doorway, the wall becomes transparent. Same for when Theseus walks behind the columns. I could just make it so everything is solid, and the player character will be obscured when he walks behind things, assuming people think that's a better approach.
At this point I'm pretty certain that I'm not using the isometric for this game, but I am a big U7/Teudogar fan and want to use it in the future. Although the mock-up looks closer to a full 3d thing, like AoD, which I also enjoyed a lot.
Look at cavalier-oblique perspective, it's similar to isometric but makes certain aspects easier, such as depth being the same on the X and Y plane. Tim Cain mentioned this perspective made a lot of the Fallout 1 art and movement calculations much easier than true isometric.Honestly, i like the previous angled version more, mostly because its familiar and also shows a lot more content and there will be no need for "transparent" walls when you are inside a temple or behind of it. But this is just my personal opinion and perhaps wrong.
I grown with games such as FF Mystic Quest so i am a lot more familiar with that top-down angled perspective.
For me it's easy to implement, all art is shown (not transparency tricks), all content is shown and for some weird reason i find it a lot more atmospheric against isometric and i would go for that and see what happens.
Perhaps it has to do with me disliking full 3D in such games and prefer pseudo-3D. Perhaps it needs a lot more content on screen before deciding.
Thanks; it is definitely easier to implement and doesn't require much in the way of graphics transparency. There's still a little bit, though; when Theseus walks through the doorway, the wall becomes transparent. Same for when Theseus walks behind the columns. I could just make it so everything is solid, and the player character will be obscured when he walks behind things, assuming people think that's a better approach.
At this point I'm pretty certain that I'm not using the isometric for this game, but I am a big U7/Teudogar fan and want to use it in the future. Although the mock-up looks closer to a full 3d thing, like AoD, which I also enjoyed a lot.
What projection did you end up going with? This one looks unusual (but not bad).Just received another batch of art assets. I'm especially blown away by the quality of the portraits; they're like some perfect combination of modern video game and ancient pottery:
Almost every person in Troezen has a character image and portrait. The game is getting close to having a complete, final set of art assets for the first town.
The text is a little too pixellated in game; Any suggestions for a good, higher resolution font?
What projection did you end up going with? This one looks unusual (but not bad).Just received another batch of art assets. I'm especially blown away by the quality of the portraits; they're like some perfect combination of modern video game and ancient pottery:
Almost every person in Troezen has a character image and portrait. The game is getting close to having a complete, final set of art assets for the first town.
The text is a little too pixellated in game; Any suggestions for a good, higher resolution font?
Adobe Caslon or Trajan might do the trick.The text is a little too pixellated in game; Any suggestions for a good, higher resolution font?
Top-down would be a waste of resources since there's no way anyway will be able to appreciate the work put into the art.
Angled works much better, but then again, there's still something awkward about it. Why are the walls on the side straight? If the southernmost wall is closer to me than its opposite, why are both the same size? Every other element in the scene is properly rendered.
I think I understand; because the perspective-point is in theory closer to the lower wall, it should appear greater? I understand what you're saying now. Why wouldn't the walls on the side be straight, though?
Anyway, I initially thought you were calling for isometric view, and the artistic was kind enough to make an isometric mock-up:
What are people's thoughts on this angle? I personally don't want to use it in this game, but I think it looks very attractive. I have plans to make a game set in the Classical period after this one, and I would want to use isometric graphics like this. It requires different movement and collisions code, different camera code, and different map size.