Hello again! Got another art update for the stealth game. The biggest new feature is automatic tinting, so different buildings can have their own color schemes. The three colored bars on the outer walls are the building’s main colors, and they also pick their own wood tones for a little bit of extra variety. The carpeting matches one of the three main colors, and a lot of the objects end up getting tinted, too. Seems to work pretty well so far!
Archive for July, 2012
It’s only been a day, but I worked a bunch on the aesthetics for the stealth game starting immediately after I posted the previous screenshot, so here’s a new one. I’m running the trial for Unity Pro now, so I could toss in some dynamic shadows, which mostly help to show that the objects are sitting directly on the carpet instead of floating slightly above it (this problem isn’t particularly noticeable in the previous image because of the tiled floor). I’ll actually buy a license for the fancier version some time between now and when the game is finished.
More importantly, though, the existing art has been getting more tweaks and iteration, and it’s all generally looking more pleasant (and less harsh). Still a buttload of placeholder bullshit floating around. (Deal with it.)
Hopefully the game is starting to look relatively decent, but aside from the art, playtests have been going excruciatingly well lately. The past six in a row have all been enormously positive. Get stoked.
Sorry about the total lack of posts so far this month. Been busy. Here’s a screenshot. Lots of stuff is still very much placeholder art, as should be expected.
It’s a roguelike that’s wrapped around stealth gameplay instead of normal RPG things. More soon.
TrashTech is finally released–go play it on Kongregate!
In other news, I scrapped the brawler idea, but I’ve got something way better instead. It’s a stealth game, and it’s been testing really well…I’ll have a bunch of things to say about it in the near future. Keep your eyes peeled…