van (
yubishines) wrote2016-06-09 04:49 am
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Entry tags:
spess
Conceptual stuff for a project we've been brewing up. Trying to nail down colour palettes & the general look of the thing.

Isometric, supergiant-game style - decided against this style, since our premise is already a little too close to the upcoming "Pyre" for comfort.
Bright colours were requested, but personally this reads more "black velvetopia in psychonauts" than "nebula".
Also, player character too small - needs room for more expressive movement/gestures.

More like classic beat 'em ups. I'm not sure about the colours here... Too "buttery"? I do like the planet-y surface of the ground.

More "ground" on screen this time and some vague UI elements. Chatting about Castle Crashers and the Scott Pilgrim game. This is probably the scale we're going to go for (re: how big the sprites are) (maybe just a hair smaller), though I should stop doing stuff in 4:3 and move to 16:9 if I'm going to be designing this seriously :P
Left the "field" blank - have to determine where and how these characters are travelling/where the fightan' takes place. From planet surface to planet surface? Mainly on ships with tech-themed stuff? Gallivanting through space itself?
Should really do more abstract colour studies!
EDIT:

Moving back to having ground on ~1/3 of the screen instead of 2/3rds.
Characters should be smaller.

GIBBERISH BUT PRESUMABLY CHEESY AND DRAMATIC DIALOGUE

Isometric, supergiant-game style - decided against this style, since our premise is already a little too close to the upcoming "Pyre" for comfort.
Bright colours were requested, but personally this reads more "black velvetopia in psychonauts" than "nebula".
Also, player character too small - needs room for more expressive movement/gestures.

More like classic beat 'em ups. I'm not sure about the colours here... Too "buttery"? I do like the planet-y surface of the ground.

More "ground" on screen this time and some vague UI elements. Chatting about Castle Crashers and the Scott Pilgrim game. This is probably the scale we're going to go for (re: how big the sprites are) (maybe just a hair smaller), though I should stop doing stuff in 4:3 and move to 16:9 if I'm going to be designing this seriously :P
Left the "field" blank - have to determine where and how these characters are travelling/where the fightan' takes place. From planet surface to planet surface? Mainly on ships with tech-themed stuff? Gallivanting through space itself?
Should really do more abstract colour studies!
EDIT:

Moving back to having ground on ~1/3 of the screen instead of 2/3rds.
Characters should be smaller.

GIBBERISH BUT PRESUMABLY CHEESY AND DRAMATIC DIALOGUE