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Feedback on art style for a simple top down game

09-08-2013, 06:07 AM
#1
Joined: Aug 2013
Posts: 1,005
Feedback on art style for a simple top down game

http://www.youtube.com/watch?v=H79zx74m_e4

I am looking for feedback on if the level looks good enough. I am not really an artist but I have been trying to work within my limitations to create a visually appealing level.

I haven't textured the character yet and the buttons are obviously temporary.

For those interested in gameplay, it is a simple you have to find the cube then have a set time to get back to the lift before it goes into lockdown. Touching any object or wall puts the place into lockdown and you lose. Obviously levels will be more challenging than this You just touch the screen in the direction you want to move the character and he moves.
09-08-2013, 07:14 AM
#2
Joined: Mar 2011
Posts: 121
Play with lights. A lot. While keeping the assets fairly simple you'll achieve some interesting atmosphere. Try goind bold with it. Bake some Ambient Occlusion onto the lightmaps. The objects themselves could use some more detail. Specifficaly not being all rectangular. That is unless you're making you game Minecraft-style You may also try adding some objects that would mildly obscure player's view of the ground - pipes mounted just below the ceiling, some steam coming out of a ventilation shaft, etc.
Let us know what you've came up with.

09-08-2013, 01:14 PM
#3
Joined: Jun 2009
Posts: 366
IMHO, if you lose by hitting objects then I would go with an orthographic camera or pull the camera back and go with a narrower fov. The way it's distorting the geometry is going to cause frustration.
09-08-2013, 01:53 PM
#4
Joined: Dec 2012
Location: La Habra Hights, California
Posts: 55
I agree with both EvilArev and nocanwin. Play around with the lights. Try a few extreme experiments to see if you can create some transformations in mood. If you were planning on making the environment more detailed, consider adding depth to your scene with holes and layers in your obstacles and walls. Here again, I also agree strongly with the idea of adding pipes and other elements to give the sense that the viewer is looking down through/into this world below. These elements could utilize some parallax scrolling to further enhance that depth. On a side note, I see there is a jump button. That could be problematic with a game that plays from a straight down perspective.

Hope that helps!

Blind Albino mixes art, humor, and technology right into the palm of your hand. Enjoy!
09-08-2013, 04:46 PM
#5
Joined: Aug 2013
Posts: 1,005
Thanks for the replies it is much appreciated. You have given me a lot to think about and interesting to read. They do however go against part of what I was trying to create (I wanted flat colours on every surface).

Yes the jump is a little tricky at first, but people are able to jump over trip wires okay with my tests.

I definitely don't want an orthographic view but I will try making the camera tighter. If I wanted ortho I would of just made a 2D top down and used sprites.

Thank you all for taking the time to give me feedback even if I am confused now! lol
09-09-2013, 02:09 AM
#6
Joined: Aug 2013
Posts: 1,005
Quote:
Originally Posted by hehling01 View Post
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I think you are in the wrong thread, otherwise I have no idea what you are on about!
09-10-2013, 04:12 AM
#7
Joined: Aug 2013
Posts: 1,005
09-10-2013, 12:28 PM
#8
Joined: Sep 2013
Location: Amsterdam
Posts: 194
I really like your flat and tight design, wouldn't try to embellish it too much. But it could do with some atmosphere. Something hard and sharp. (fake geometry type shadows maybe). I wouldn't use lightmaps per se, as they would add soft shadows and gradients to the really crisp design you have already.

I would for the same reason not use realtime lights. but perhaps use geometry with an additive of subtractive shader. That dims and lights specific area's of the map (like an overlayed multiplied sphere layer in photoshop, but then with a mesh). That's also a lot faster than using lights.

Perhaps you can also simply add some darkness to your textures, you need a bit of contrast in your map, Like say the elevator, that bit of black on color contrast makes it the most standout feature of your design right now.

If you'r using Unity3D I've got some real easy shader code to add the new free hard lights to your unlit world. Some hard realtime shadows would really add to the atmosphere. (limited to directional light only though, so probably top down shadows)
I'm running it in my game without too much of a perfomance hit. (and you can always turn it of for pre-4s gen devices).

hit me up with a PM and i'll send you the code. I did a blog-post a while back on using the real time shadows on mobile, that also contains the code at http://blog.littlechicken.nl/

anyhoe, liking it and keep it up.. nice 'n tight design.
09-10-2013, 01:30 PM
#9
Joined: Mar 2011
Posts: 121
Quote:
Originally Posted by Destined View Post
I can't see much of a difference. Sorry.
09-10-2013, 04:37 PM
#10
Joined: Aug 2013
Posts: 1,005
The difference is the floor, which is a lot different! but thats okay. Thank you for watching.


I am using unity3d, I will check out your blog. I thought about putting some shadows in at one point.

I think it looks better on the phone rather than large screens. Makes me think it will be a better phone experience than tablet experience. Also I have an old galaxy tab and it doesn't run well on that, but it does run okay on an ipad2. I have no idea what the bottom I should support is.