Continuing the discussion from Grinder - A post-amiga, silkworm-ish co-op game:
This is a screen of some concept art for level 2 of my game. -Desert sundown-assult to reach a train headed for the outer-city industrial sites (where you arrive at night, and use night vision ) … I’m SO not into doing days worth of art. That’s the real challenge for me at this time. The art grind!
I like the idea of a desert sun-down theme for the next level. I see potential.
But it takes a LOT of time to develop a technique to draw lots of terrain pieces with the same overall look.
I wont settle for manipulated photographs as these concepts…
Still, I think maybe this second one has the better colors
Tell me your thoughts on this theme…! -and let me know if you want to draw some sand dunes.
Update:
Have done some terrain profile… This is the kind of picture the computer sees for collision detection.
if the wheels of a vehicle are not in red, gravity is applied. The darker red areas are behind the player.
Uodate: Still working on drafts, trying to decide the style and construction method for terrain:
Meh… Heres some more progress with the new style… Cant say I like it too much… Baby steps, I guess…
Anyone think this stuff looks too cartoony compared to the first level…? I may scrap this in favor of something more rough and rocky… gritty… This smooth sand is,maybe, a bit bland, too clean.
Getting better… That surface highlight does a lot… All I need now is the rock formations.
Ok, I think I’m arriving at something… I had a power-out that cost me hours of work because saving is for pussies.
-But I think things are starting to look good enough for game testing…
I dont want to finalize the graphics TOO much, before getting a feel for it in-game. It has to WORK too, not just look the part…
Got the first batch of graphics in the game now, everything looks pretty good I think:
ok, just implemented per-level color controls, so I can easily tweak the lighting.