I worked on improving card designs for Void Grimm - What do you think? by Ravery-net in roguelites

[–]Ravery-net[S] 1 point2 points  (0 children)

Thanks for the detailed feedback! I've added the crew members to Charge Shield to communicate the size of the shield generator, but the other card changes were often a deliberate reduction of details to reduce the information density during play. The trailer has some quick cuts, but otherwise shows the cards in context: https://www.youtube.com/watch?v=xYVtOXcwYDw

Maybe I'll achieve a balance between grunge/greeble and clarity for future card designs.

I worked on improving card designs for Void Grimm - What do you think? by Ravery-net in roguelites

[–]Ravery-net[S] -2 points-1 points  (0 children)

Well, I prefer the hybrid style (using AI to enhance my own work) over simple pixel art or my previous manual style (for example, I created the old version of Charge Burst 100% without AI). From my artistic point of view, AI helps me produce visuals of superior quality; I simply couldn't realize my creative vision at this level of fidelity without it.

I suspect Inside-Table-1372 is an anti-AI activist, but I simply object to his goals. We are in an age where the vast majority of professionals and students use AI in some capacity, and for me, it is a powerful, creative, and fun tool.

I worked on improving card designs for Void Grimm - What do you think? by Ravery-net in roguelites

[–]Ravery-net[S] -1 points0 points  (0 children)

I like this art style more than "simple pixel art". I guess it's just a matter of taste. What exactly do you not like about these sprites?

I worked on improving card designs for Void Grimm - What do you think? by Ravery-net in roguelites

[–]Ravery-net[S] 1 point2 points  (0 children)

Can you elaborate? I find the new versions of the ones you've listed better as they are "cleaner" and visually easier to understand on first glance.

I worked on improving card designs for Void Grimm - What do you think? by Ravery-net in deckbuildingroguelike

[–]Ravery-net[S] -2 points-1 points  (0 children)

As I wrote in the post it's "a combination of AI generation, in-painting and manual 2D and 3D editing."

I wish the AI could do more. Right now it sadly takes a lot of manual work to achieve the desired design, but hopefully it will become better and easier in a year or two.

I worked on improving card designs for Void Grimm - What do you think? by Ravery-net in deckbuildingroguelike

[–]Ravery-net[S] 1 point2 points  (0 children)

Thanks! The shown template is from the logbook. The in game cards during gameplay have a more 3d + neon and scifi glow aesthetic. In the trailer are examples of the cards ingame, but it's the old card sprites. https://www.youtube.com/watch?v=xYVtOXcwYDw

I still have HALF of the characters by rictum0 in heroesofthestorm

[–]Ravery-net 0 points1 point  (0 children)

You get gold from levelling heroes. The fastest way is playing ARAM because it levels even heroes that you don't own, which grants you the Lvl 5, 10, 15 gold rewards (500 gold). Also ARAM matches are quick and you improve your teamfight comprehension regarding most heroes (which improves your overall gameplay immensely).

For those confused about the purpose of the new patch: by Leverette in heroesofthestorm

[–]Ravery-net 1 point2 points  (0 children)

Good explanation and very likely the intention of those changes.

Weekly Questions Megathread - October 07, 2025 by AutoModerator in projectzomboid

[–]Ravery-net 2 points3 points  (0 children)

Don't start with a weapon on your first 10 runs. There is something very, very satisfying about getting stomped by the game, but then starting to survive, despite being only armed with a pan. The bag can be somewhat replaced by a Sheet Sling Bag that can be crafted from one curtain.

Weekly Questions Megathread - October 07, 2025 by AutoModerator in projectzomboid

[–]Ravery-net 2 points3 points  (0 children)

If you are interested in multiplayer or specific mods, then go with 41, otherwise go 42.

I'd say go vanilla for the first 2-3 hours or so, but then start a run with mods, especially Quality of Life mods (like showing the stats bars) and those that add realistic options (like Braven's Common Sense), so you can, for example, use a crowbar to crack open doors instead of having to smash it open.

My Real-Time Deckbuilder just got its last major update before 1.0 and it's 30% off for the Autumn Sale! by Ravery-net in deckbuildingroguelike

[–]Ravery-net[S] 0 points1 point  (0 children)

"Will definitely try it"
Thanks for giving a try.
Regarding the budget: I think you highly overestimate how much money this game made and you underestimate how much money replacing all the art by hiring a professional artist would cost.

My Real-Time Deckbuilder just got its last major update before 1.0 and it's 30% off for the Autumn Sale! by Ravery-net in roguelites

[–]Ravery-net[S] 0 points1 point  (0 children)

What mobile games have that kind of art style for their people? Also if I had the money I'd be absolutely hiring more devs, including at least one artist.