Critique Vector Top Down

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4 comments, last by lawnjelly 6 years, 6 months ago

I wanted to make some basic graphic for my angled top down game. It is a scifi game. It is really just a prototype graphic, but every feedback would help me. Sprites are in vector so I can resize them if you think player is too small for screen.

Here is the picture, but main reasons why I am posting are animations.

Concept.thumb.png.8bc71bd60b117dcaf0872f50107d21e5.png

And Animations are here: 

" rel="external nofollow">Animations (Cars are in bad perspective for now)

Do you think, animations like this can work in game? Do you think the graphic looks more like graphic for side scroller game?

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The angle really doesn't work for me, not for a top-down game.  We're viewing those characters directly from the side, and that just doesn't work.  Plus, as you started to mention, the cars.  You have one object viewed completely from the overhead, and characters viewed completely from the side.

Pick what angle you want to view everything from, and stick to it.
I would suggest you draw some samples of various objects, characters, and scenery just to get an idea what you feel most comfortable drawing.  See if there is anything you just have a hard time conceptualizing for a given angle.  Remember, it doesn't have to be an absolute direction.  You have a whole range of angles you can choose.  Decide for yourself how much of the side of an object and how much of the top you want to see.
You can draw the scenery from an oblique angle or an isometric angle if you want to, as well.  Isometric is usually much easier to conceptualize, so unless you personally just have a hard time with it, would be a great choice for a beginner.

I really can't condone that animation.  Bend some knees, dang it.

Read my webcomic: http://maytiacomic.com/
Follow my progress at: https://eightballgaming.com/

On 7/13/2017 at 2:18 PM, Weiner said:

angled top down game.

There is no indicator that it is angled top down, looks like a side view. Maybe a bigger head or smaller feet.

I would recommend making them from the side view first then modding them to look top down:

Example.jpg.cadde08c16a425f855db1d71c6801615.jpg

15 hours ago, Scouting Ninja said:

There is no indicator that it is angled top down, looks like a side view. Maybe a bigger head or smaller feet.

I would recommend making them from the side view first then modding them to look top down:

Example.jpg.cadde08c16a425f855db1d71c6801615.jpg

Not just stretching the proportions; you would want the hair on the head to be pulled down and the shoulder pulled up more.

Read my webcomic: http://maytiacomic.com/
Follow my progress at: https://eightballgaming.com/

I went through this exact dilemma being a programmer rather than artist. I made a bunch of animated vector art in anime studio (https://opengameart.org/content/jungle-creatures) then finally made the effort and learned blender.

Vector / pixel art seems easier at first, but once you start doing animations and different view angles, and considering the texture memory needed for this, it becomes less efficient. Then when you decide to make a small change to your character you have to redo all the animations etc. Plus how are you planning to have the depth of your assets interact? How will a character get hidden by a car for example?

Blender on the other hand (or maya, 3d studio etc) was difficult to learn especially the weird user interface,  but after sticking with it over some tutorials I found I could make assets almost as fast as 2d art.

Once you have a 3d animated model you can then either render it out in all directions, or go full-3d in game, using an off the shelf engine if you don't want to write your own. :)

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