General Category > A Valley Without Wind 1 & 2

About that first screenshot...

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x4000:
Nothing too bad, no -- we're actually on a rip-roaring schedule, given that we've got less than two weeks into the project (and even that would be a pretty high estimate, as we had other stuff going on during both of those weeks), and we're almost to the point we're at.  Still lots to do, but it's coming along swimmingly, all things considered.

Knock on wood!


And thanks for the kind words on the art.  This time it's all me doing the art, as with Light of the Spire, so I'm pleased it's coming along so well.  Tidalis was all Phil, so it's completely different artists on these.  Though hopefully if AVWW does well in alpha and onward and we're a little less skint, we can have Phil back on that project, too!

Echo35:

--- Quote from: x4000 on January 31, 2011, 05:31:20 pm ---It turns out that a purely tile-based approach for the background tiles simply wasn't workable, even at a large scale like 64px square, so we're having to implement something more dynamic and flexible on top of the existing tile-grid in order to make this work.

--- End quote ---

My Dwarf Fortress set-up would like a word with you. :P

x4000:

--- Quote from: Echo35 on January 31, 2011, 10:53:09 pm ---
--- Quote from: x4000 on January 31, 2011, 05:31:20 pm ---It turns out that a purely tile-based approach for the background tiles simply wasn't workable, even at a large scale like 64px square, so we're having to implement something more dynamic and flexible on top of the existing tile-grid in order to make this work.

--- End quote ---

My Dwarf Fortress set-up would like a word with you. :P

--- End quote ---

Sorry, that was way too vague.  Certainly tile-based stuff can work amazingly well, and there are a bajillion games that demonstrate this.  However, they almost universally involve pixel art, which requires a very specific kind of hand-crafting using techniques I am only so-so at.  If you want to see my last stab at pixel art, you only have to look at AI War 1.0 and the 2008 version of Alden Ridge.  I'm not horrible at it by any stretch, but it also isn't going to come out looking like Chrono Trigger or something.  And, it's also bloody slow.

So, I've been going for this 3D-to-2D look, with painterly effects.  And THAT is completely unworkable in 64x64 tiles, given the rate of work I want/need to have out of my art pipeline, etc.

Echo35:

--- Quote from: x4000 on January 31, 2011, 10:56:54 pm ---
--- Quote from: Echo35 on January 31, 2011, 10:53:09 pm ---
--- Quote from: x4000 on January 31, 2011, 05:31:20 pm ---It turns out that a purely tile-based approach for the background tiles simply wasn't workable, even at a large scale like 64px square, so we're having to implement something more dynamic and flexible on top of the existing tile-grid in order to make this work.

--- End quote ---

My Dwarf Fortress set-up would like a word with you. :P

--- End quote ---

Sorry, that was way too vague.  Certainly tile-based stuff can work amazingly well, and there are a bajillion games that demonstrate this.  However, they almost universally involve pixel art, which requires a very specific kind of hand-crafting using techniques I am only so-so at.  If you want to see my last stab at pixel art, you only have to look at AI War 1.0 and the 2008 version of Alden Ridge.  I'm not horrible at it by any stretch, but it also isn't going to come out looking like Chrono Trigger or something.  And, it's also bloody slow.

So, I've been going for this 3D-to-2D look, with painterly effects.  And THAT is completely unworkable in 64x64 tiles, given the rate of work I want/need to have out of my art pipeline, etc.

--- End quote ---

Fair enough. I LOVE Pixel Art, but it seems that it's surprisingly hard to do (I don't art, so I wouldn't know the details).

x4000:
I love pixel art, too, for the record.  But yeah: it's one of the most expensive types of art to do in bulk unless you have specialist artists for it.  And Phil is actually unnaturally good at pixel art, you should see some of the stuff on his site (well, and the stuff in The Zenith Remnant, until he started going to a hybrid of 3D and pixelart for that -- again, to save an enormous amount of time and actually finish the project).

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