I agree with Crush.
But really nice work on the temple interior.
My Art Designs (Orien)
- Modanung
- Grand Knight
- Posts: 1719
- Joined: 20 May 2005, 15:51
- Location: Groningen, The Netherlands
- Contact:
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
The concepts look really great, but would i be right to say that they would only work in a 3D game? High walls with intricate relief wrapping around to an open ceiling with the sun shining through. Rounded out floor-to-wall-to-ceiling caverns swooping up and down around pillars. Will this really work in a 2D-scripted game? Don't get me wrong, i'm sure it'd be breath-taking.
The style of construction.
It is carved out of sandstone and dug downwards instead of the usual "dig into a mountain" style. Also I like the style used in the entrance and pillars very much. Somehow that meaningful looking ornament in the middle of a pillar just looks right for this cursed kingdom (counter-curse? a further curse for some devious purpose?).
Also there's some vegetation visible, which I think would also fit.
The elements are there, one just has to collect them. And this brings us to the topic of "Rotonen should be a lot more articulative about his visions", doesn't it? My workflow would include me asking of a pixel artist to pixellate an area or place that is conceptually ripe enough to be pixellated to be pixellated accompanied with a consultation about which elements should be kept and which should not (also what is possible to do and what is not). So far the conceptual progression has been so slow that the pixellers have had to stumble in the dark. I'm just glad that we've achieved so much pixelwise as we have.
It is carved out of sandstone and dug downwards instead of the usual "dig into a mountain" style. Also I like the style used in the entrance and pillars very much. Somehow that meaningful looking ornament in the middle of a pillar just looks right for this cursed kingdom (counter-curse? a further curse for some devious purpose?).
Also there's some vegetation visible, which I think would also fit.
The elements are there, one just has to collect them. And this brings us to the topic of "Rotonen should be a lot more articulative about his visions", doesn't it? My workflow would include me asking of a pixel artist to pixellate an area or place that is conceptually ripe enough to be pixellated to be pixellated accompanied with a consultation about which elements should be kept and which should not (also what is possible to do and what is not). So far the conceptual progression has been so slow that the pixellers have had to stumble in the dark. I'm just glad that we've achieved so much pixelwise as we have.
This message used to be meaningful.
- Modanung
- Grand Knight
- Posts: 1719
- Joined: 20 May 2005, 15:51
- Location: Groningen, The Netherlands
- Contact:
I'm convinced this is perfectly possible in a 2D game. Even with what we have now, software-wise. Also I'm sure it'll look great.Ultim wrote:The concepts look really great, but would i be right to say that they would only work in a 3D game? High walls with intricate relief wrapping around to an open ceiling with the sun shining through. Rounded out floor-to-wall-to-ceiling caverns swooping up and down around pillars. Will this really work in a 2D-scripted game? Don't get me wrong, i'm sure it'd be breath-taking.
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io