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The Screenshot Thread

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I'd make the water much lighter. I understand you're using a comparitively warm and subdued pallete so the water stands out but its standing out in a bad way by looking so unnatural. So lighten it up.
 

Nix

Member

Although I agree that you could mute the water's colour a little bit, I believe that your primary problem with it is the lack of highlights and reflection: the water seems dull, and doesn't look like it reflects any light (which ordinary water does).

Just pour yourself a glass of water and place it under a lamp: look at the way light shines off it! But that's my opinion: I've never been a [TS] expert.
 

Nix

Member

That does look much better: you might not even need highlights, now. :yes:

Just as a minor suggestion, perhaps you could add some things at the bottom of the river? Rocks, or little aquatic plants. T'would add some flavour. :-3
 

Tim.

Member

Ooh, definetly. I was going add things like rocks, plants, maybe even broken down machines and cliffs, I just wanted to get that part of the water right first.
 
I think that's too bright. A darker, murkier color would probably fit the atmosphere you've already created. Even if you're going for a lighter game, that water is just too bright.
 
I still don't see how the water can look that pale... :\ Although, I agree that reflections would be a very nice feature.

Ccoa, I like a lot of it, especially how the tables, stairs, ect hover. That's a good idea. I think you went a little overboard with the reflection marks tho. They look great on tabletops, but the floor tiles (on the upper level) are way too busy. I suggest removing the reflective lines on floor tiles.

I don't know what to make of the bar area floor. There isn't any transition into that area. There should be a small bar on the floor or something to make the transistion look better. Also, the color theme doesn't fit in with the rest of the floor too well.

Amazing job so far, keep it up!
 

Anonymous

Guest

I knew someone would mention that transition between tiles, and I should have put in a disclamer: not done yet.

I'm working on ways to break up the checkered floor wherever possible, it's too distracting to make the entire floor out of it. The octagonal tiles are a first attempt. I don't want the same color theme as the rest of the floor, just the same as the cafe, as I think it would defeat the purpose.
 
I understand that you don't want the same color theme for both tiles, what I meant was that the colors didn't look too nice next to the other floor tiles. (I should have been more clear, sorry about that)

Now that I take a second look, I know something is off with the tiles, but I'm not sure if it's color anymore. It actually may be the perspective. The large round tiles appear streched horizontally which conflicts with the perspective set by everything else.

I'm not sure what else to say about it, but something looks off with the bar floor. I assumed color, but it's too hard to tell. :-/
 
Finally got those stair shadows right I see. It looks much better ;)

I would love to see the priority settings for that thing, because right by the stairs you have that stool sitting under the upper platform. The bottom part itself must be a seperate tile?
 
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