what do you think about my RTS game graphics
I made an big game ... but the graphics seems to be under continuum attack ... Please tell me what do you think about how the game looks, what need to be changed and what need to be improved. screenshots: http://www.evolutionvault.net/galactic_dream/media/screenshots.htm and download for who wants to see the game for real ... and to do a more deeply analyse... http://www.evolutionvault.net/galactic_dream/downloads/demo.htm At the new images i get: 1. too saturated for a game 2. menus are inconsistent ... I think they are both true .... Any more noob'ish mistakes?
I think it looks great man. Although I think the background should be a little darker. I like a dark ambient light.
I think it is very good too.
Somehow the textures seem a bit messy for me. (blurred somehow)
For example on the planets. And as its been said they don't give
the feeling of depth, so you might change the lighting.
Overall: very-very good
Somehow the textures seem a bit messy for me. (blurred somehow)
For example on the planets. And as its been said they don't give
the feeling of depth, so you might change the lighting.
Overall: very-very good
Signature:http://www.easternraider.comhttp://www.easternraider.com/gallery
The background is too bright, drawing away a lot of attention from the units and buildings which makes them harder to see. Keep things easy to spot by providing some contrast.
The resolutions could be tweaked a bit as well and maybe some more subtle color useage instead of going so bright would do good.
The menu's feel a bit pixellated or badly scaled which makes some text hard to read. You should fix that to make them appear more solid.
In the in-game menu it's hard to see which button is unavailable and which one is, namely with the build fighters submenu. Be consistent - grey is unavailable, fully colored is available. Make sure available buttons have a lot of color then as well. Also don't grey out non-selected tabs. Do something different with them like darkening them a bit or such.
Other than that I think it looks quite good. Just needs some more polishing and subtlty. And fix the mis-spelling in your menu texts and such. ;)
The resolutions could be tweaked a bit as well and maybe some more subtle color useage instead of going so bright would do good.
The menu's feel a bit pixellated or badly scaled which makes some text hard to read. You should fix that to make them appear more solid.
In the in-game menu it's hard to see which button is unavailable and which one is, namely with the build fighters submenu. Be consistent - grey is unavailable, fully colored is available. Make sure available buttons have a lot of color then as well. Also don't grey out non-selected tabs. Do something different with them like darkening them a bit or such.
Other than that I think it looks quite good. Just needs some more polishing and subtlty. And fix the mis-spelling in your menu texts and such. ;)
Create-ivity - a game development blog Mouseover for more information.
I agree with the above comments, and generally would recommend you play with your saturation and brightness levels a bit. There's a science to it - you're obviously going for rich colors, but you need to choose what exactly you're trying to highlight in the action. You're also losing some sense of depth and dimension, and one of your goals should be to make the space seem expansive as possible.
A handy tool is to take your screens (excluding menus and anything not pertaining to the live action elements) and check the levels in Photoshop (or something similar). You're generally flat across the board in many respects, which is why your depth is being squashed.
A handy tool is to take your screens (excluding menus and anything not pertaining to the live action elements) and check the levels in Photoshop (or something similar). You're generally flat across the board in many respects, which is why your depth is being squashed.
Kult House - Fresh Production Media
Quote:
Original post by Salsa
you play with your saturation and brightness levels a bit.
I agree. Contrast. The graphics looks great.
And salsa still owes me an avatar...
[size="2"]I like the Walrus best.
I do?! Yikes. Well, I think those rush-job pixel avatar days are gone. Maybe you'll be the first to recieve the fruits of my next donation.
Could be tomorrow, or.. 3 years from now!
Could be tomorrow, or.. 3 years from now!
Kult House - Fresh Production Media
Wow... I'm not at home now so I cannot try the game, but the graphics look great!
Way beyond what I'm used to seeing indie people performing!
With that in mind there's only one thing I could suggest - the menu buttons to the right. They contain quite detailed graphics, but it's abit difficult to distinguish them properly from the menu background - which also contains detailed graphics. The only suggestion I have so far would be to allow the buttons to pop out more, either by adding a thicker border around them or making the background less "messy". Or you could seperate them more by using one color theme for the background, and another on the buttons. Or by using low brightness on the background and high brightness on the buttons.
That's all I got.
Great work!
Way beyond what I'm used to seeing indie people performing!
With that in mind there's only one thing I could suggest - the menu buttons to the right. They contain quite detailed graphics, but it's abit difficult to distinguish them properly from the menu background - which also contains detailed graphics. The only suggestion I have so far would be to allow the buttons to pop out more, either by adding a thicker border around them or making the background less "messy". Or you could seperate them more by using one color theme for the background, and another on the buttons. Or by using low brightness on the background and high brightness on the buttons.
That's all I got.
Great work!
----------------------~NQ - semi-pro graphical artist and hobbyist programmer
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