ID:152984
 
Gday all,

Here is a screen shot of one of of my maps for a game I'm developing >>



It's post-apocalypty like.

Nearly everything is designed so you can walk up to it, such as the walls (hence there is no 1/2 square gap between plaers and walls).

What do you guys think?

Any suggestions?

Constructive criticism only please!


- GunRunner
Damn pretty! The only suggestion that comes instantly to mind- try some shading in there! Shadows, adds depth.
Great start on those graphics there!

I only have two suggestions:

  • Try adding a little more subtle texture to the walls. You may also want to look into how they tile, as there's a very slight tiling effect now.
  • The yellow background has a nice texture but it's unnervingly bright. It seems to clash with the color scheme of the house, where a muted green (perhaps slightly olive) would probably do better. I suppose it depends what the yellow is supposed to represent (sand, straw, old grass?), though.

    Lummox JR
In response to Elation
I concur, whole heartedly, with Elation's assertion. Except, I shall reword it -- that's an awesome screenshot.
In response to Lummox JR
Lummox JR wrote:
Great start on those graphics there!

I agree! Keep up the good work!

  • The yellow background has a nice texture but it's unnervingly bright. It seems to clash with the color scheme of the house, where a muted green (perhaps slightly olive) would probably do better. I suppose it depends what the yellow is supposed to represent (sand, straw, old grass?), though.

    I agree with the color issue that Lummox brought up, but disagree about the "nice texture". Each yellow tile looks exactly the same, and I can't quite tell what it is!
That's pretty sweet. I actually can't see the 'grid' on the y-axis, so it must be good.
However, the planks, while good, are still a bit too tiled - the jaggedy bits are all lined up. If you sorted that out, the 'grid' on the floor would almost vanish - a feat which few can accomplish.
However, the detail is very good, I like the way you've got a little tally over one of the beds - its a nice post-apocolypty touch.
That looks awsome
In response to Elation
I've thought about shading, alot of commercial games use alot of it. But I wonder - is it overkill? I often think that shadows sometimes hide things, while this is an obvious statement, it goes to show that simple logic often has the most truth. 2D games have the worst of it when it comes to shading, in an effort to make it feel more 3D and add depth, I think alot of game designers lose the beauty that's naturally in the graphics. It's hard to know how much shading to do, and though I'm not much of a graphics artist, I do have an eye for how things should be put together. Also to keep in mind, sometimes shading just frustrates the player, if he can't see the world he's in, or at least get an overall feeling for it, then what's the point?
I'm not saying don't use shading, by all means do, but I think it would be wise to use too little than too much. But that's just my opinion, I could be wrong (that's a tag line of Denis Miller's incase anyone was wondering).
In response to Slipknight
WOW!

Thanks guys!

About the walls, eventually they will be detailed in a more random fashion with stuff like water stains and the like.

As for the surrounding yellow, it's just a temporary thing. In run time all ground turfs are randomly generated at runtime and I'm still tosing up wether or not to make it grass-like or sand-like.

As for the planks on the ground, I intednt to randomly generate those as well (as soon as I get some design faults out of the way.

The shading was next on my list btw.

Thanks so much for the feedback, makes hard work all worth while!

Your advice(s) will be concidered carefully.

- GunRunner