At 12/23/12 08:14 PM, 24901miles wrote:
Oh, please excuse me. I won't post in here again until you've shown us a few more shots (or maybe a demo version of the game). Let me just put a few cents in, because I really like the look of this and I'm not much of an artist.
I haven't seen any of it in motion. I was drawn in and got ahead of myself, starting to imagine what it might look like in gameplay.
I often see games with well-lit static artwork, with the downside of a programmer who hasn't designed a lighting engine to render shadows and gradients which mesh with the textures. I only work with basic Flash 8, so I don't know what sort of stock particle/lighting effects Unity3D offers.
If I'm focusing on the artwork, I get a few high hopes out of this:
1. The Double-helix rotates and twists organically in its position in the HUD, and actually has gameplay-relevant information in it (I'm assuming that's where the DNA editing will be done)
2. A Helicase transitional animation unfolds the genome while adding upgrades
3. The Anglerfish lure casts dynamic light which results in shadows and a glare
4. Anemones and growths react to light sources and disturbed water if you swim too close
5. Light environment interactions cause changes (loose rocks move, etc)
6. Groups of enemies of the same type have a noticeable group dynamic
We did play with the lighting u described, but seeing how it worked towards my textures we decided to take it out. there are no 3D surfaces here to cast light on anyway. We did like how dynamic light lit up the Bg elements, but that was about it. The characters and other things didnt look good in the light so we scrapped it.
Im not focused oon using those things at all, i think the best 2D games has left those out. It's really hard getting a good enough look using lights, and as it stands now the game doesnt need them. the glow i provide in the textures as separate bones acts as light and it looks really good ingame.
As for the DNA ur talking about, it will not be moving at all. It's a static HUD only doing its best job to fit in with the gameplay core mechanic, namely killing creatures, hoping their DNA for one of their parts drop, then absorb it and use it on ur own body.
The HUD will remain static as im not a fan of moving HUDS, the only thing it will offer is a minimap in the middle, life and stamina along the rightside,abilities and currency along the bottom. The life ans stamina segments builds new health and stamina orbs as u find them in the game as they are upgrades.
Hope i understood u correctly.
oh and i HAVE both videos and animationclips, everything is moving and plants are swaying back and forth as in watercurrents, i made bubbles come out of particle systems and so on to mak it feel like water, its just a question of how much i want to show off in such an early stage.
Demo first, then main project,then show off everything thats working as intended.