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spdr870

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About spdr870

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  1. spdr870

    My game doesn't look good, what do I do wrong?

    It seems that the steam greenlight program is getting cancelled very soon. This triggered me to start a new campaign. If you think this game is any good, then I could use your vote at:   http://steamcommunity.com/sharedfiles/filedetails/?id=863464171
  2. spdr870

    My game doesn't look good, what do I do wrong?

    I took your advice about the fonts. I choose a round font that I think fit the game. The overal design should be more consistent now, but it is still a work in progress. I recorded a short video that shows the current state and progress. Your feedback is highly appreciated!    
  3. I am currently building a tower defense game myself. The movement of the enemy units uses the following techniques: - flowfields pathfinding (long range) - a* pathfinding (short range) - predictive steering (for natural movement and cornering)   Flowfields allow for high performance, a* allows for flexibility. You can search on google for those techniques. I can help if you have specific questions.   You can see the AI with debugging info in this short video (note that the units do not take the shortest path, but try to avoid towers):
  4. spdr870

    My game doesn't look good, what do I do wrong?

    I started reworking the menu's. In the background the game plays random replay files from games played by the player. This is blurred and played in slow motion to make it not too distracting. The menu's animate and use colors from the palette. I also changed the font. Not sure if I like it enough, but I will continue to search alternatives.   I uploaded a low res screenshot from the main menu. I cannot post more screenshots, since I reached the upload limit.
  5. spdr870

    My game doesn't look good, what do I do wrong?

    I started an attempt to create the desert biome. I attached a low-level image, seems that I hit the upload size limit..:) Again, really rough graphics. Just trying out colors.
  6. spdr870

    My game doesn't look good, what do I do wrong?

    Thanks! In more chaotic levels the contrast of the blue against the background really helps. Next step is to define a palette for the towers. I want to avoid blue and green. I think I like the red from the rocket towers, with the red glow. Not sure if it is allowed to make the enemy blue, and the players units red....   I might replace the 'sheep' theme with something more fitting. The gameplay is pretty hardcore.
  7. spdr870

    My game doesn't look good, what do I do wrong?

    I created some rough prototypes to experiment with color. Most textures are disabled and there is just one enemy type. I just focussed on colors. What do you think?
  8. spdr870

    My game doesn't look good, what do I do wrong?

    Making night blue instead of just darker, that is smart. Not sure why I didn't think of this.   Currently I am defining a color pallet. Based on the feedback from RenzoCoppolla, it seems logic to go back to the basics and define a color pallet before going forward. I think to create a better visual style, I should not start with technical solutions like lighting and shadows, but start with a design vision. I have some ideas. In my mind it's all starting to form.     @TedEH: My goal is to learn howto create and market a game. I already released this game for mobile a while ago. Its not 'viral', but it is played. I rewrote, rebalanced and updated the game for desktop platforms (windows/linux/mac) to create a real desktop experience. Ofcourse I already knew the graphics are weak, but as a creator it's sometimes hard to see the flaws. I think I got used to the current visuals, after many hours of testing.
  9. spdr870

    My game doesn't look good, what do I do wrong?

    This is already something I tried to implement. You see this in action in this video, is this what you mean? At the start of a level, the helicopters fly in from random directions and descent.
  10. spdr870

    My game doesn't look good, what do I do wrong?

    I started experimenting with changing the graphics. I mainly took the advice to try and find a overal style. Luckely for, me the number of assets is not that big and I can use opengl shaders for quick experimentation. Thanks for giving me pointers and feedback, this only encourage me more to 'find a style'. It will take me some time, but I will definitely post progress every now and then. Probably also some failed attempts, just for fun.   Not sure about goiig 3d though, I will probably stick with 2d. Smooth animations and lighting are not that hard in 2d, I am not using sprites for animation and movement. And I need the performance to render huge numbers of units on low end hardware.
  11. spdr870

    My game doesn't look good, what do I do wrong?

    Thanks dbaumgart, that is some good advise. Hiring an artist is indeed not feasible, this is a one-man side project. I think I might be able to apply your feedback, and then see what the result is. I probably go for cartoony, this will also work well for explosions I think. Maybe even replace gradients for more solid highlights.   About: "An asset or effect can't be truly seen in isolation!". Couldn't agree more, thats why I descided not to use asset packs. Those assets might look better, but out of place.
  12. spdr870

    My game doesn't look good, what do I do wrong?

    Posted some screenshots of the (embarrassing) menu's... From left to right; main menu (the sheep walks by), coop levels, second campain menu, level menu.
  13. spdr870

    My game doesn't look good, what do I do wrong?

    So lighting, specular lighting, better shadows and bloom should do the trick? Did some quick experiments with just lighting and basic bloom. Specular lighting is harder to implement, but I will try. Did not do the darker shadows yet. I attached two screenprints, one is at night. It is really rough, but I attempted some hdr effects. What do you think?
  14. The last many months I have been working on creating a complete game. During development I focussed mainly on gameplay and level design. Most parts turned out really good. I am happy about: - gameplay - level design - local coop mode - controls - music   The game is ready to ship, however there is one major problem. After a failed greenlight campaign, I learned that the graphics are not good enough for a release.   Some notes about the graphics: - I wanted to avoid pixel art. Every asset is drawn using vectors, and exported in high resolution. - There is a lot of detail hidden in the game, for example the wheels of the jeep steer. Still, it feels 'too clean' and flat. - The particle system handles debris, smoke, flames, explosions, craters and sparks. In busy levels over 30.000 particles should make it more alive. It still feels 'boring'. Why? - The levels are dynamic and change during gameplay. Roads change. Levels are not ´drawn' images. This is nice, but it looks like a flash game. While it is c++/opengl. - Everything moves smooth. Helicopters fly in and land and enemies do not move as they are on rails. - The menu's are ugly...   I am definitely not an artist but a programmer. I could really use some hints on what I could do to make it visually more appealing.       Link to game page, including images, video's and download link: https://spdr870.itch.io/operation-sheep-defense
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