kzr
Member
Here's a small bump post, also with a request to the admins:
can someone please move this over to where WIP games belong?
and with this, on to the news:
since my last time posting here, I've been studying how to approach level design. Remember, I am going for a River city Ransom thing here, where all the screens are connected to some other(s) through exits on the edges or doorways.
For the terrain part, it is decided: large painted textures, as seen in the video. This allows me total freedom in every way, while reinforcing the "cartoony realistic" style, and helping the crisp and lively sprites to pop out.
This is still pretty much open. I did some experiments with 3D rendered props/prefabs, to which I then overlay textures manually (not only, but mostly because I suck at mapping UVs), not seen in this example, but something like this allows me to set up locations pretty easily.
details like grass, trees and such will be done through entities. this brings a few advantages:
*animated foliage simulating wind
*some elements being used by the players and enemies as cover or platform
*some of them being breakable. possibly staying forever broken
lastly, I'm creating a new playable character. most likely a dagger wielder.
people on Facebook groups have been receiving the updates quite well and providing some good feedback. As it seems, openBOR was the right choice 8)
can someone please move this over to where WIP games belong?
and with this, on to the news:
since my last time posting here, I've been studying how to approach level design. Remember, I am going for a River city Ransom thing here, where all the screens are connected to some other(s) through exits on the edges or doorways.
For the terrain part, it is decided: large painted textures, as seen in the video. This allows me total freedom in every way, while reinforcing the "cartoony realistic" style, and helping the crisp and lively sprites to pop out.
This is still pretty much open. I did some experiments with 3D rendered props/prefabs, to which I then overlay textures manually (not only, but mostly because I suck at mapping UVs), not seen in this example, but something like this allows me to set up locations pretty easily.
details like grass, trees and such will be done through entities. this brings a few advantages:
*animated foliage simulating wind
*some elements being used by the players and enemies as cover or platform
*some of them being breakable. possibly staying forever broken
lastly, I'm creating a new playable character. most likely a dagger wielder.
people on Facebook groups have been receiving the updates quite well and providing some good feedback. As it seems, openBOR was the right choice 8)
