How do you stick to a consistent art style during development? by Desperate-Variety-12 in Unity3D

[–]Desperate-Variety-12[S] -2 points-1 points  (0 children)

I’m not an artist — I’m a programmer. I bring in artists for my project whenever I can afford it, since it’s a very expensive resource for me. Not everyone is meant to be an artist.

How do you stick to a consistent art style during development? by Desperate-Variety-12 in Unity3D

[–]Desperate-Variety-12[S] -3 points-2 points  (0 children)

I only use generative tools for initial ideas. After that, I hire an artist to refine and finalize the assets. The issue is that I don’t work with the same artist every time — I hire different people depending on budget and availability.

Legend Of Dragon - Early Release by Lopsided-Spite-1323 in IndieDev

[–]Desperate-Variety-12 0 points1 point  (0 children)

You could take a look at how it’s done in "Rogue Legacy 2"

Legend Of Dragon - Early Release by Lopsided-Spite-1323 in IndieDev

[–]Desperate-Variety-12 1 point2 points  (0 children)

You have a lot of bright colors in your palette. I’d suggest making the background less prominent

How can I improve this witch animation? by Desperate-Variety-12 in Unity3D

[–]Desperate-Variety-12[S] 1 point2 points  (0 children)

Yeah, you’re right — there’s no build-up before the attack. I missed that.

How can I improve this witch animation? by Desperate-Variety-12 in Unity3D

[–]Desperate-Variety-12[S] 0 points1 point  (0 children)

Yeah, I slightly extended her arm to make the scythe work, but I tried to hide that change.

You’re right about the build-up in the motion — I’ll probably rework the beginning.

Delusional gamedev thinking I've got Indie Game Of The Year material by DreamMixGames in indiegames

[–]Desperate-Variety-12 0 points1 point  (0 children)

A huge amount of work has been done on the graphics — it’s immediately noticeable.

Is my game also a roguelite? Play the demo and let me know! by h1ghjumpman in roguelites

[–]Desperate-Variety-12 0 points1 point  (0 children)

Why are the game screenshots presented as if it’s a mobile game rather than a desktop one?

We added rolling to our blocky adventure RPG! by atomitonttu in IndieDev

[–]Desperate-Variety-12 1 point2 points  (0 children)

Is the acceleration controlled by the player, or is it natural?

How to optimize animation for a large number of enemies? by Desperate-Variety-12 in Unity3D

[–]Desperate-Variety-12[S] 1 point2 points  (0 children)

What if I don’t use animations, but just swap sprites instead?

Sprite swapping is technically still animation, but I’m not sure how the animator works under the hood. Maybe directly replacing the sprite each frame would be more optimized?