Nathaniel3W
Member
I'm working on the world map for Himeko Sutori. I have a very small and very basic mockup here, showing the day/night cycle that I was working on previously.
The shaders for everything shown there are based on this:
http://himekosutori.com/wp-content/uplo ... mized2.gif
I toned down the highlights a bit in the game world, but maybe I should switch it back to see how it looks. I think the world looks a little flat.
I would love for it to look like...
...but I realize I'm comparing my single-developer, 0-budget game to a game built by a team of over 100 at a cost of millions of dollars. There were reasons why I went with an old-school pixel aesthetic, cost and feasibility among them.
I tried including some more detailed models in the game, and I think they look pretty good, all things considered.
But that's the problem. They look pretty good. And everything else doesn't look as good. So in order to keep a more uniform look, I decided to do my mountains entirely using the in-engine landscape modeling. Also, In order to blend the mountains into the area around them, I had to attach decals to them, and if I have two mountains next to each other, their decals draw on each other. It looked pretty bad. Anyway, the point is that because I'm just me, and I have limited time and other resources to commit, I'm going with the plain, low quality mountains.
So that's where I am for now. I guess I need to experiment with more terrain types maybe, and a greater variety of stuff on the ground? I really need to do something to liven up that world map. Maybe I need to work on water next.
The shaders for everything shown there are based on this:
http://himekosutori.com/wp-content/uplo ... mized2.gif
I toned down the highlights a bit in the game world, but maybe I should switch it back to see how it looks. I think the world looks a little flat.
I would love for it to look like...
...but I realize I'm comparing my single-developer, 0-budget game to a game built by a team of over 100 at a cost of millions of dollars. There were reasons why I went with an old-school pixel aesthetic, cost and feasibility among them.
I tried including some more detailed models in the game, and I think they look pretty good, all things considered.
But that's the problem. They look pretty good. And everything else doesn't look as good. So in order to keep a more uniform look, I decided to do my mountains entirely using the in-engine landscape modeling. Also, In order to blend the mountains into the area around them, I had to attach decals to them, and if I have two mountains next to each other, their decals draw on each other. It looked pretty bad. Anyway, the point is that because I'm just me, and I have limited time and other resources to commit, I'm going with the plain, low quality mountains.
So that's where I am for now. I guess I need to experiment with more terrain types maybe, and a greater variety of stuff on the ground? I really need to do something to liven up that world map. Maybe I need to work on water next.