Pixel Point and Click Adventure?
BackUpAndDown
Member Posts: 685
Hey, I've been experimenting with a few different art styles for my next game and I was wondering what people thought.
http://www.deviantart.com/download/227377966/pixel_test_by_meditatingwolf-d3rdhym.png
I still need to add some textures and polish it up a bit but do you think this kind of style would be popular in the mobile gaming community?
http://www.deviantart.com/download/227377966/pixel_test_by_meditatingwolf-d3rdhym.png
I still need to add some textures and polish it up a bit but do you think this kind of style would be popular in the mobile gaming community?
Comments
I was originally going to use the "photomanipulation" style that seems to be extremely popular but it was way to tricky and I'm not that talented yet.
What program did you use to make it?
Because it was relatively short - only 55 images and 30 items to collect and use - Grisly Manor took me a solid six months to develop. My new game is 5x larger, and is taking me a few months longer.
I would seriously recommend locking the entire game down first - every object, every puzzle, every screen needed, the story - before even starting on any of the art or programming.
Going back later and redoing artwork or programming logic because you added new parts will drive you insane
But if you can really get the whole game done in a few weeks, then more power to you!
I am excited to play it. Looks like games from when I was a kid.
For big projects batching the tasks is essential to time efficiency.
Just keep at it.
BTW. I will be making a Point and click adventure when I get back from holidays. We should compare notes when we are done.
I spent some more time this morning working on the Engine room scene and I've gotten it a little closer to completion.
http://www.deviantart.com/download/229969561/engine_room_test2_by_meditatingwolf-d3sx1nd.png
I still need to add a bunch of stuff and animate a few of the objects but it's starting to look more like how I originally envisioned it.
I'd be interested in hearing if people think it's an improvement or not.
(I'd definitely be interested in comparing notes later on. Feel free to send me a message whenever your back from holidays. )
I'm also about to begin my first point & click adventure (with a twist) - and have no idea how long its going to take. But its great to hear a few others are up for the challenge too.
Adventures have always been my favourite vid game genre. Good luck all.
Do you mind me asking - what part of creating your adventure games took the most time?
The creation of the gfx, which does look like a huge task when creating such high quality images? Or the GS attribute coding that went on behind it?
Next game release date - 2012!
How many variables did you have for each project?
It's definitely a ton of work but I think it pays off in the end.
Here is a link to a fantastic step-by-step Photoshop matte painting tutorial. He uses very similar techniques to the ones that I use. In this tutorial he takes an image of the London Natural History Museum and transforms it into a destroyed, overgrown ruin:
http://www.3dm3.com/tutorials/mattepainting/london-museum/index.php
And here's a link to another awesome image of the same building done by a different matte painting artist: http://www.davidedwards.me/galleries/gal_matte_09.html
I guess that's a fun building to destroy!
And here's a great live (sped up) demonstration of how to do it also. It a city getting attacked by aliens:
@Mammoth: Grisly Manor had a little over 500 attributes. They start adding up quickly!
still not nearly finished my 'Dark Asylum' game...
the art is the biggest time killer for me....
really want to do the game justice and keep the style as high as possible....
I dont have an engine room but I do have a boiler room...
Good luck with yours....
My life just changed forever.
It might not look as polished to some, but it makes it easier to add more animations.