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I'm hoping you change the RMXP resolution. Cause iwth a sprite that big, it'll feel realyl cramped at the default resolution. But it's a really good template.
we should be using 800x600 and the sprite is made smaller to about 80% of that size (make it anti aliased). Also cause we are using all hand drawn maps and scrapping the tile system we should be able to zoom in and out without effecting the FPS that much :D
Well since I am the one working on that template (made made all views from scratch aside from the front view which was edited from the one Soft provided me): The small black dots were there to mark the middle of a frame :P They won't stay in the final version.
As for being 3D... hehe thanks, the idea is always to make things as solid as possible
It's very well done, and the anatomy is top-notch. I'm quite impressed. Yes, it would be a huge template for the base resolution but if you're using a larger resolution it could work.
I realize it's supposed to be realistic, but I can't help but feel like his face lacks a lot of character. If you use this as a template I strongly recommend individually characterizing the faces, if not entirely scrap the one that's there and make a completely unique one for every character and NPC.
When the sprite is facing forward (towards us) you can see a slight depiction of his abdomenals. The other views dont have that which is a slight inconsistnecy.
Venetia: Thanks for the comments, I actually used photos to base the anatomy corrections, but still leaving it a bit deformed. As for the face, yes, as Soft said, it is just a guide to mark the places for mouth, nose and eyes
Zavoria: I am considering on weather to simply clear offf those lines, or add then to the front diagonal views... last time I tried to add then to those views it looked ugly... but I was sleepy XD
Yes, I was just thinking that. 30/60 iso and semi-top-down view would not work with these, since his POV angle is sorta head-on. Straight, as if you were looking directly at him at his level, I mean.
Anything made for this guy would certainly look different than any RMXP stuff I have seen (or made, myself), thus far.
Zavoria: I am considering on weather to simply clear offf those lines, or add then to the front diagonal views... last time I tried to add then to those views it looked ugly... but I was sleepy XD
Amazing.
The template as well as this map. Its really nice. But there will be very much work in making many maps and many chars. one charset in that size probably takes several days... and one map in this style too...
I see 1 very big problem: If you don't give it more than 4 frames of animation it's going to look retarded. So I hope you're prepared for the long haul.
as for some minor things, the neck kinda looks like it vibrates/changes size a little when it spins from a profile/head on(apply directly to the forehead) to a 3/4 view. I'm not sure if it would be that noticeable in action but as it's spinning i can see it.
there is going to be 8 frames of animation, BUT when running we may go up to 10 frames.
Time is a problem, we think there will only need to be 20 - 30 characters that need ALL frames filled in, So thats not to bad.
The maps line art is done in about 20 - 40 min, and the color artists get them next, I dont know how long that step will take. But then I get it and cut it into (up to 10) layers and save it to a PSD and put it into the game :D its about 3 days each
I'd comment with something worth while, but honestly everythings already been said. I'm more interested, though, seeing this in action much more now that I've seen an idea of the environment it'll be part of.
Looks good, as long as everything can mesh well (animations etc...) I see absolutely no problems for you guys. IF you decided to release this to public, it would be harder I'd think than full on Kaizers to implement, but could be worth it for those who might've tried.