Artwork: Invasion tower defence

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Post » Sun Apr 06, 2008 4:01 pm

Here's my artwork for my next game. I'm gonna start the game (hopefully) with the next build. If someone wants to help, add me on msn : superv@hotmail.it

First of all, the title screen



Then the turrets. I tried to make them look less boring and different




However, those "values" aren't the definitive ones. I'm planning to add additional features such as spells, skill points or other stuff to make the game more fun. Please comment :P

About the game : it's the classic alien invasion on the Earth. In the game you will go in famous real locations, such as Area 51, New York, London, Rome, etc... etc... But, in the first release there will be just a simple infinite mode.

I need help choosing the hp curve and decide if the monsters should shoot or not. Also I need some help with the rates of upgrading/selling.
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Post » Sun Apr 06, 2008 4:33 pm

Hey man, nice work!

I know some people on here might not want that screen resolution if it's a windowed application. Make sure along the way that your project could scale back to VGA and still be readable/playable.

Those turret sprites, are they hand-crafted? Well, mouse craf-- you get what I mean.

Anyway, you see how your Bomb Turret is the only easily recognizable one among them? You've done a good job making them all differ from each other, but the focal point is always going to be the big circle at the base. Take your time and make sure each of the turret bases are also unique from each other - different shapes, colors, ect - and I think you'll see a huge improvement.

One thing I do like are (what I presume to be shader effects) on the star background in the title screen. You should consider using similar techniques in background layers to produce a dynamic look during gameplay as well. :)

Looking forward to seeing more!
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Post » Sun Apr 06, 2008 4:49 pm

The resolution will either be 640x480 or 800x600, I gotta decide. I made the turrets without any effect, all in Paint.Net with Pencil tool. About the base, you're right, I need some kind of difference, I'll see what I can do.
About the effects, you had a good idea, but the game wont be in the space, but the ordinary aliens will come from another planet and your job is to defend the Earth. Thanks for the comments, keep the suggestions coming.
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Post » Sun Apr 06, 2008 5:56 pm

Update!

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Post » Sun Apr 06, 2008 6:10 pm

Ah, much better, and very nice!

My comment about background effects still stands. Even if it's not in space, there are other subtle tricks you can do easily to add a little graphic spark to your game. Overlooking a planet surface? Add some moving cloud shadows. Have a body of water? Make it reflective and reactive. You know, fun stuff.
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Post » Sun Apr 06, 2008 7:00 pm

[quote="CaptainOblivious":jexnyncd]Ah, much better, and very nice!

My comment about background effects still stands. Even if it's not in space, there are other subtle tricks you can do easily to add a little graphic spark to your game. Overlooking a planet surface? Add some moving cloud shadows. Have a body of water? Make it reflective and reactive. You know, fun stuff.[/quote:jexnyncd]

Thanks, I'll probably add something as water into my levels.
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Post » Sun Apr 06, 2008 7:12 pm

Your artwork seems to be suffering Gradient Overload. You should really consider reigning that in. Generally speaking, large areas of pure gradient are a no-no. As is mixing many different gradients in one image. Two tips on using gradients: Make them subtle, and make them scarce.

The gradient in the outline around your title is working great, but not when it's next to the big plain boxes. Keep the title, figure out something else for the boxes.

As for the green-to-white gradient, it's much too harsh, especially considering there's text to be read there. Make the green end lighter, and make the white end a light green in the same hue. Or better still, stick with the gun-metal gray like in your title and just make it lighter so it's easier to read. In other words, something less dramatic.

Your second set of sprites is a big improvement, though. You've taken the focus off the plain gradated orb and added some interesting detail. That's the key. Never put the focus on the gradient.
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Post » Sun Apr 06, 2008 7:15 pm

[quote="deadeye":lo9wx006]Your artwork seems to be suffering Gradient Overload. You should really consider reigning that in. Generally speaking, large areas of pure gradient are a no-no. As is mixing many different gradients in one image. Two tips on using gradients: Make them subtle, and make them scarce.

The gradient in the outline around your title is working great, but not when it's next to the big plain boxes. Keep the title, figure out something else for the boxes.

As for the green-to-white gradient, it's much too harsh, especially considering there's text to be read there. Make the green end lighter, and make the white end a light green in the same hue. Or better still, stick with the gun-metal gray like in your title and just make it lighter so it's easier to read. In other words, something less dramatic.

Your second set of sprites is a big improvement, though. You've taken the focus off the plain gradated orb and added some interesting detail. That's the key. Never put the focus on the gradient.[/quote:lo9wx006]

Thanks! But I just used a gradient in the menu. The rest is penciltool-drawn dithering. I'll see what I can do for the menu.
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Post » Sun Apr 06, 2008 7:25 pm

It's still a gradient whether you used a gradient tool or dithered it yourself. Dithering is just a way of creating a gradient between two colors.
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Post » Sun Apr 06, 2008 7:31 pm

[quote="deadeye":1xq8gg3g]It's still a gradient whether you used a gradient tool or dithered it yourself. Dithering is just a way of creating a gradient between two colors.[/quote:1xq8gg3g]

Yes, but dithering creates a better "lighting" effect than gradients. Anyway, I feel that there are too less turrets. I want to add a new type of them. For now I have :

Guns
Explosives
Advanced


I need some suggestions...
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