General Category > A Valley Without Wind 1 & 2

First animations/music video, and SEVEN screenshots (not one)!

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Weteor:

--- Quote from: x4000 on February 04, 2011, 09:59:21 am ---3. The camera definitely isn't going to get any more zoomed out. If anything, I was worried it was too zoomed out already.

--- End quote ---

Did I say too narrow? I meant its perfect ;)


--- Quote from: x4000 on February 04, 2011, 09:59:21 am ---The size of the viewport is different by screen resolution, though, so if you play with something later than 1280x720, what the screens and video are at, then it will seem further away. Like with ai war, that will also harm performance somewhat and will probably male the text smaller, though. I think some of the disconnect in that video might be that he is just constant surrounded by massive objects. The trees and office buildings are to real life scale, not game scale, in there. Compared to a 2d Zelda game, at that screen resolution ts actually more zoomed out than them. Hope that makes sense!

--- End quote ---

That makes sense. I just wanted to mention it.

Looking forward to see more.

getter77:
An excellent video indeed, seems like a number of good things are coming together nicely.

RCIX:
Ok, i'm finally back (some have you may have noticed my absence -- long story)! And i come bearing my opinion :)

I wateched the video, and by the end of it here was my stance: I really liked the environment, but felt that the character, the jeeps, and the "office building" was really out of place. Not only did their perspective feel off compared to the environment, they look like they were cut out from random books and magazines more than anything else, which really doesn't seem to fit. Hopefully, this is just an artifact of the game being alpha ^_^

x4000:
Nope, the characters and the jeep are probably final. It meshes better in-game. And with lots more stuff in that style, it will fit better, too. The office buildings are very much a work in progress and don't look right at all.

In general, though, expect a vey flat, painted comics type of look for the game. Like how bill watterson had cartoon Calvin on top of a very sketched or watercolor background at times. He's the master and our stuff won't look that good, but it's a similar sort of stylization. It's not up for debate, this is the best of the sort of styles we can do with our team and budget, and I think that the result is really nice. It's also incredibly incomplete, though: a key part of this approach is having lots of varied details (as in more sprites), but it's so early yet that there isn't as much of variety on the screen as there should be for it to fully gel. That will improve steadily with time.

Zhaine:
Nice one. Thanks for sharing so much so early on. . . It's quite a brave thing to do for a lot of reasons but I also feel it wins you a lot of fans, me for one!

The style looks good (more so in motion than in individual screens, so I'm glad you did the vid), and fairly unique (which is also good), though I'm of course glad to hear that there will be a lot more variety to settings and objects as development continues.

I was also struck by the thought that the view was a little 'zoomed in', but it's really hard to tell if that's the case before we know what sort of interactions we'll have with the world and how they will work. A lot of games have seemed to have either a weird scale or a weird level of zoom on first impression, but once you understand how you control and interact with the game it suddenly clicks and makes sense (AI War is a prime example of this: it felt weird until I'd spent an hour or so with the game, getting used to the scale of things when viewing a planet and when to zoom to what level when doing various things). At this stage I'm definitely going to trust that you know what you're doing!

I appreciate this is early days and you probably haven't finalized this yet, but what (if any) thoughts and decisions have you made about the interface? Will it be minimal to emphasize the art and the exploration, or will you see a lot (all?) of your stats/inventory on screen? Just trying to get a picture of how we'll be interacting with the game :)

Keep up the good work. As others have said, your money is mine as soon as you'll take it!

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