@Felipe: Like what you're trying to do, but it isn't quite there yet. In that third shot, it looks like there's a UFO outside with that insanely bright blue light or something. Some of the stuff that's in the dark might want to lose some saturation, and you might just want to take it back a bit as well. Like regi said up there, there's a right screen tone that makes the image feel DARK, but doesn't make it completely impossible to see properly, AND that fits your mood.
I think the shot in the lounge(?) (the one with the blue seats and the bookcases) looks the best, just because the lights don't feel like they're fluorescents balls in that one, it feels natural and real. The first shot looks strange (is there a wall missing at the left side?) and the final two don't really look bad, but the lights are just a small ball of light surrounding their source their. Fire is a pretty strong and distinct lightsource, even in a small way it affects the way everything around it looks.
@MagitekElite: Agreed with above as well that I would like to see these in a complete map to see how well they work. They look great like this, though. I'm not sure if it would be noticeable if a cluster of trees is used multiple times, but if you have enough variation, perhaps the player shouldn't even be able to notice. Either way, it's a great way to break up the monotony you'd otherwise get from just using standard trees, so I approve strongly.
@Gravija: The game probably won't be in Dutch. It may be largely based on real people and may have started as a bit of an in-joke, if I ever intend to release it, I'll want it to be understood by most people. The main character, mr. Janssens, is a Dutch teacher though, which is the reason why there's that poster in his room.
I figured I'd post some more WIP shots of this little area I'm working on now. I feel like I still need to add a few objects and
eye candy here and there, even just a little bit. Tried to do a radiator for underneath the windows, but it looked horrible so I put it on fire.
The idea is that I'm putting all of the adjacent rooms in a sort of dark shade, suggesting their presence, but not completely putting them on one map, so that I have my character enter this room and be on another map. Currently every transfer is accompanied by a fade-out from the last to a fade-in on the new map, but I still have to see if I'll do this everywhere. I don't want it to become tedious.
The panorama is probably a placeholder, something I whipped up quickly with a tree that greenraven sprited and I apparently had somewhere on my hard disk, but it all looks pretty much like what I want to have in the end. The stairs at the bottom of the hallway (which transfer to a lower floor) look pretty terrible too, which I will probably attempt to fix at some point.
The bottom shot is actually pretty much the same one that I posted up there, but it's just for the sake of comparing the full classroom to that what I want to suggest in the hallway map.
My spritework on this is prrrrretty lazy, but I'm pretty bad at making graphics all in all, to be perfectly honest. The door obviously still needs to be replaced and I think the smudges on the wall maaaay be just a little bit too much. I dunno, it's supposed to look like a bit of a dump, but then you get that kitchenesque area and ugh. I was intending to, perhaps hang a painting on that wall between the hall and the living room area. This house only really gets visited a while into the game, so I thought it might be fun to have some different choices for paintings there, depending on some choices made during the rest of the game of course, just as a tiny little thing to feel proud of myself.