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Re: Untitled Platformer - Artists' corner
[Re: George]
#309288
02/08/10 13:06
02/08/10 13:06
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Joined: Oct 2006
Posts: 470 Balkan
Ganderoleg
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Senior Member
Joined: Oct 2006
Posts: 470
Balkan
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This is great Now we can focus more on graphics and I feel we can make something really good. I believe we should, at the beginning, choose among different global art directions for the game. I know that all the decisions we make here will have to be checked with programming team but I think we should come up with the best graphical solution and then see if it can be implemented. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////ArtPad is up http://etherpad.com/qO7uSEtQPl///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Last edited by Ganderoleg; 02/11/10 16:27.
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Re: Untitled Platformer - Artists' corner
[Re: Ganderoleg]
#309289
02/08/10 13:13
02/08/10 13:13
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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Joined: Jun 2006
Posts: 2,640
Earth
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Availability -> How much time you're willing to and able to put into the project. I think George Mentioned this because the lead artist needs to be able to spent a little more time on this than the other team members. George also mentioned using c_move in the other project. As we don't have any 2d-Collision Engine to work with, the game itself should be 3d, if I'm not mistaken. Of course, we can still use sprites here, to make it 2d after all, but using 3d collision hulls. In combination with an isometric view, we could make it look like 2d. Full 3d will be too much work I believe: http://trine-thegame.com/site/media/screenshots/trine_screenshot_2009_06_knight_mines_hammer.jpgAt least the backdrop should be 2d, the playing level 3d (collision, c_move) and then we can maybe put more 2d objects on a layer infront of that (grass, clouds, a tree). Sort of like this: http://www11.picfront.org/token/y4KU/2010/02/08/1757699.jpgThe further away the sprite is from the camera, the more blurred it should be. (and tell me if this is nonesense. I just think creating so much 3d art work is too much, and this could be an easy way to stylize the game and make it look good nonetheless.) Another part that's very important to take into account here is that we need to know all the people who'll do 3d work and who'll do 2d work... As mentioned in the Email, I'll go for 2d, as I'm more experienced with that.
Last edited by Germanunkol; 02/08/10 13:33.
~"I never let school interfere with my education"~ -Mark Twain
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Re: Untitled Platformer - Artists' corner
[Re: Germanunkol]
#309292
02/08/10 13:54
02/08/10 13:54
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Joined: Oct 2006
Posts: 470 Balkan
Ganderoleg
Senior Member
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Senior Member
Joined: Oct 2006
Posts: 470
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I guess your right. If someone is to be lead artist he should be able to put more hours in project development then others.
Yes, I forgotten about that- we should have all people say in what segment/segments they think they can contribute most:
1.3D static environment modeling 2.3D character modeling 3.3D animations 4.2D static environment drawing 5.2D characters drawing & animating 6.Texture making 7.Lightning the 3D environment 8.2D panels & menus
I added your suggestion to my first post as number 5 and added similar structure as number 6.
I agree that 3D work would be much slower to do but we must see how many people here are capable of doing commercially adequate 2D work. 2D is easier to do if people are skilled but it's completely impossible to do if people are not. Its better to do 3D if we don't have many 2D artists.
Last edited by Ganderoleg; 02/09/10 01:31.
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Re: Untitled Platformer - Artists' corner
[Re: Ganderoleg]
#309332
02/08/10 18:09
02/08/10 18:09
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Joined: Mar 2006
Posts: 27
BUG
Newbie
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Newbie
Joined: Mar 2006
Posts: 27
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The idea with the 2d sprites moving in the backround/foreground is a good idea. Watching some of the demo videos from Superku, I wonder if we are trying to create the levels with some kind of realism (for example a castle, a skyscraper or a forest) or are we just going to make big caves/tunnel systems?
Last edited by BUG; 02/08/10 18:09.
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Re: Untitled Platformer - Artists' corner
[Re: Joozey]
#309335
02/08/10 18:21
02/08/10 18:21
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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Expert
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Posts: 2,640
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Joozey: Wicked. How "simple" is it? Like, can it be used for any surfaces? Or just straight surfaces? Any Demo video of a character walking (or just moving) around using your 2d collision? I still think George wanted to use 3d work though. And I wouldn't mind. I think we could use more predefined functions (c_scan, c_trace...)
Then the "who can do what" argument Ganderoleg posted still seems to be the one that'll decide everything.
BUG, we won't know until the team has decided on the theme... really depends on the game idea.
Ganderoleg, from your list, I can do: 1.3D static environment modeling 4.2D static environment drawing 5.2D characters drawing & animating 6.Texture making 8.2D Menus and Panels
And as for the Art-Style, I'd go for: 5.3D characters & combination of 2D/3D environment
We can always still decide whether only the background is 2d (the distant objects) or all objects infront of the player... etc.
Last edited by Germanunkol; 02/10/10 11:05.
~"I never let school interfere with my education"~ -Mark Twain
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Re: Untitled Platformer - Artists' corner
[Re: Ganderoleg]
#309342
02/08/10 19:07
02/08/10 19:07
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
Serious User
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Serious User
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
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Hi team! You are all right. There are a lot of unaswered questions. Let's speak about what we can do around the project. I spoke about texturing. I think it is my best chance. I have played with game stuff for years and i think i can try all categories but not professionally. I worked some years at sign industry and i can draw a linear and plain colored style with some (not great) skills. I think it could get us to find an easy stylized group developed 2D art. http://partidabierta.com/superku/chica.gif http://partidabierta.com/superku/bano.gif The only game producing experience i have is in front of my pc screen, alone, learning and learning. I have never finished a game, because i was not really interested in. i also agrre that 3d work would much slower. Salud!
Last edited by txesmi; 02/09/10 19:06.
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