Quote:
Originally Posted by
MidianGTX
Woah, woah, ignore this! Bram, your perfectly clean and smart art style is what makes your games playable for me. I'm guessing you choose it because you're more of a programmer and having badly-done textures would make the games look cheap, so stick to your strengths! Probably helps a ton in terms of performance too, which is essential in TLCTC. These guys just don't know art

Don't worry. My trademark visuals are here to stay :-)
Schwertfisch, the graphics are simple for a reason.
The simpler the graphics, the more convincing the simulation.
If I would add all sorts of details, bumpers, side mirrors, hydraulic parts, etc, they would have to be modeled in physics as well, or immersion would break down.
Most games take short cuts, and treat a vehicle as a single box, and a soldier as a capsule or worse, a sphere.
In my case, the graphics are simple, because they need to match the physics shapes. I call this 'What you see is what you collide.'
About textures: they tend to look good only at a certain magnification level.
In little crane, the user controlled zoom means they can be really up close, or really far away.
Currently, the lines and shapes are always crisp due to their vector nature.
This would not be the case with texture images.
Last: sorry for the long period of drought, but I am finally making a new level for iOS little crane.
Bram