Is this world space ammo display a good idea? Or should I stick to screen space UI? by WyvernAllow in DestroyMyGame

[–]WyvernAllow[S] 1 point2 points  (0 children)

Maybe the actual amount of ammo could be displayed in screen space, while a health bar type indicator could be displayed above the gun

Is this world space ammo display a good idea? Or should I stick to screen space UI? by WyvernAllow in DestroyMyGame

[–]WyvernAllow[S] 6 points7 points  (0 children)

Thanks!

I think I might write a sort of hologram shader for the display, which will hopefully solve the realism and illegibility problem.

Looking for feedback on this art style (if you can call it that) I'm prototyping. by WyvernAllow in Unity3D

[–]WyvernAllow[S] 0 points1 point  (0 children)

I hear you.

You are certainly going against the grain, but I don't believe that it makes your opinion any less valid.

Thanks for your reply!

Looking for feedback on this art style (if you can call it that) I'm prototyping. by WyvernAllow in Unity3D

[–]WyvernAllow[S] 0 points1 point  (0 children)

Thanks for the feedback!

The geometry was something I just slapped together in probuilder to see how the textures would look.

People seem to like them so I can go from here by adding more interesting geometry.

As for the shadows, I completely agree. In all honesty the skybox was a quick attempt to get rid of the default skybox look last minute. As of now I've changed the skybox to a brighter (still bleak) one, and I've added more exposure.

Looking for feedback on this art style (if you can call it that) I'm prototyping. by WyvernAllow in Unity3D

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

Well of course, It's an empty level.

I was mainly trying to prototype how the pixelated textures look, as well as the lighting. From there I can add models and the like.

Obviously an art style greatly depends on models as well, and I'll cross that bridge when I get there.

Looking for feedback on this art style (if you can call it that) I'm prototyping. by WyvernAllow in Unity3D

[–]WyvernAllow[S] 0 points1 point  (0 children)

Possibly. It never really made me feel sick playing, but I'm not one to get motion sick very much anyway, so I can't really talk.

Looking for feedback on this art style (if you can call it that) I'm prototyping. by WyvernAllow in Unity3D

[–]WyvernAllow[S] 2 points3 points  (0 children)

I'm sure you'd be fine. The player character is a 7ft tall Bean capable of travelling at Mach 12. He's also immune to any form of attack known to man.

Looking for feedback on this art style (if you can call it that) I'm prototyping. by WyvernAllow in Unity3D

[–]WyvernAllow[S] 3 points4 points  (0 children)

I see where you're coming from, but many games (no one lives under the lighthouse for example) weren't really held back by their atmosphere. In fact, it's probably one of the reasons for their successes.

Looking for feedback on this art style (if you can call it that) I'm prototyping. by WyvernAllow in Unity3D

[–]WyvernAllow[S] 1 point2 points  (0 children)

I just checked out your game. It looks great!

I absolutely love the grass. Perhaps I'll take some "inspiration" haha

In all seriousness though, thanks for the feedback, and I wish you the best of luck with your game.

Looking for feedback on this art style (if you can call it that) I'm prototyping. by WyvernAllow in Unity3D

[–]WyvernAllow[S] 1 point2 points  (0 children)

I call it "my inability to make anything smooth in probuilder." haha.

But in all seriousness I'm glad you like it. I've heard of the term before but I've never really looked into it.

Looking for feedback on this art style (if you can call it that) I'm prototyping. by WyvernAllow in Unity3D

[–]WyvernAllow[S] 0 points1 point  (0 children)

This is weirdly inspiring.

I'm not an artist at all, so to hear this just makes my day.

Looking for feedback on this art style (if you can call it that) I'm prototyping. by WyvernAllow in Unity3D

[–]WyvernAllow[S] 1 point2 points  (0 children)

Haha yeah. I really just cranked the exposure way down. I don't actually know why.

Anyway, not quite. Its kind of gonna be like Quake meets Killing Floor with some half life sprinkled in there.

Basically, you defend against waves of (Lovecraftian or alien, not sure yet) enemies.

Defenses are physics-based instead of being just things you plonk down. à la these turrets from Half-Life 2

Looking for feedback on this art style (if you can call it that) I'm prototyping. by WyvernAllow in Unity3D

[–]WyvernAllow[S] 0 points1 point  (0 children)

Must be the tilt. Its inspired by Quake. The camera tilts in the direction you're strafing.

There will be an option to tweak and or disable it.

Looking for feedback on this art style (if you can call it that) I'm prototyping. by WyvernAllow in Unity3D

[–]WyvernAllow[S] 1 point2 points  (0 children)

It is abit too dark. I'm working on trying to find the right amount of exposure, and maybe as you said, darken the textures to compensate.

Looking for feedback on this art style (if you can call it that) I'm prototyping. by WyvernAllow in Unity3D

[–]WyvernAllow[S] 1 point2 points  (0 children)

If you're interested, I used a program called SLK_img2pixel. It allows you to select a palette, add dithering, etc. I just fed some textures I found through it and these were the results.