And I said exactly that, that their boots looked more correct in a comic context. I didn't think they were bad, I just said that the fact his boots were more fitable weren't making mine wrong, that's why I compared both visions.[/quote]Rotonen wrote:Considering that our inspiration is (or should be!) Secret of Mana, isn't Modanung more correct in context to portray the logic through the comic filter?
I guess than I'm feeling frustrated, and is not the first time, because of the way the graphic part is working. Let me explain:
I feel I'm working blindly in anything I do until I show what I have and in that moment people will either like it or not. In case they don't like is very frustrating when you have worked for hours on it.
But all of this is because of an underlaying problem that we shouldn't avoid. Saying "like SoM" is not enough. And it's been proved not enough to many other people looking at the current graphics.
This kind of misunderstandings could be saved by a bunch of real guidelines, not just a vague "make it like SoM": like SoM in the graphics? in the gameplay elements? in the story?
And even if you say in the graphics, you are comparing an old game in a very low resolution with ours. In a low resolution there is no other way that to add another line of pixels to represent the boots.
Also SoM, is not purely a comic-looking game, some stuff like trees and certain textures are quite realistic.
You see that even in SoM the haven't followed the criteria "let's make things comic-looking". I can't portray the graphic department chief saying just that and sitting in its wheelchair Sure he/she did a consistent paper showing what was the criteria and how to balance comic and realism; and more important how it should be the same view for everyone. We just lack that.
That's your duty, Rotonen. Want unification in the graphics and a certain course? Then learn from our errors and take your time to write an article about this. People shouldn't be working blindly on anything, wich is what I feel I'm doing most of the time.