[DevLog] Crater Hounds - Graphics update

Show us your works in progress and request feedback

Post » Tue Apr 18, 2017 9:01 pm

Minor update as promised:
Adressed the visual glitches
Activated the objective tracker and compass

https://www.scirra.com/arcade/shooting- ... v-02-17020
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Post » Thu May 11, 2017 9:55 pm

Finally managed to produce some results in graphics research.
Some concepts for the player mechs:

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Not quite as exotic as I wanted them to be, want to work towards more of a scrap metal/model kit bashing style.
Finding this a bit too tame and star wars-y.

A small collection of first draft tiles for a sci fi base / spaceship setting.
Also including early enemy sprites for the standard rifleman.

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Animation of the enemy sprites is currently the biggest issue; haven't really gotten the hang of Spriter yet and I'm considering actually painting the frames. Awefully time intense either way as it seems.
Last edited by facecrime on Fri Sep 01, 2017 9:41 pm, edited 2 times in total.
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Post » Fri May 12, 2017 12:19 pm

Image Image
Last edited by facecrime on Fri Sep 01, 2017 9:42 pm, edited 1 time in total.
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Post » Fri Sep 01, 2017 9:40 pm

So the prospect of animating those organic characters seemed like I'm biting more than I can chew.
I experimented a fair bit, tried to find a simple and easy to produce style. And I just didn't get it to work.

I found a style that feels appropriate to the gameplay I want. It works for technical stuff, and I still havent resolved the organic enemies yet. I'll probably rather rethink my character designs and make them fit the mechanical style. It's all more work intensive then I'd hoped, but I feel better about it.

Here's what I'll be going for, will be working towards a minimal must-have tile set for now. The mechs are meant to be player vehicles, the legs are placeholders.

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