[DevLog] Crater Hounds - Lighting experiments

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 Mon Dec 04, 2017 3:43 pm, edited 2 times 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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Post » Sun Sep 24, 2017 10:58 am

A few new tile sets, combined into an interior scene mockup.
(Also updated the image above, not sure its for the better.)

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Any pros got some input on the overall readability or quality as such? Any feedback is appreciated.

Really need to finish those mechs ...
Last edited by facecrime on Sun Sep 24, 2017 8:46 pm, edited 1 time in total.
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Post » Sun Sep 24, 2017 11:41 am

Having a hard time getting the brightness right. On some devices these look really dark, on my workstation they're fine.
What's it like for you guys, brightness ok or too dark?
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Post » Fri Oct 06, 2017 7:45 am

Image

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Post » Mon May 14, 2018 12:32 pm

Quick update:

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Started integrating a first pass of environmental tiles, map is not yet done. Will keep updating the arcade version until the first level is done.
Try for yourself here:
https://www.scirra.com/arcade/shooting- ... v-02-17020

Next I'll look into lights and FX to bring the maps to live more; then I'll be iterating over responsiveness of camera and controls a bit.
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Post » Tue May 15, 2018 11:53 am

testing some enemy proportions. some working, some not.
still needs colorizing.

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Post » Thu May 17, 2018 1:07 pm

As I've been updating the demo mission I encountered and resolved a few glitches that affected difficulty.

I'm finding the game significantly more challenging more, especially range combat, But that's just my personal impression ...

I would love to get some feedback on how the currently difficulty is perceived! Can i get some of you guys to give me some impressions?
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