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- Oct 21, 2002
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Tags: Copper Dreams; Whalenought Studios
The latest Copper Dreams Kickstarter update gives us a couple of songs off the soundtrack; dives deeper in the now-higher-polygon character models; calls for eligible backers to send in their photos for character portraits; and finally reveals the Alpha test start date: July 27th.
Copper Dreams developer Joe in-game
A snippet about the slightly adjusted art-style:
Click here to read the update in its entirety.
The latest Copper Dreams Kickstarter update gives us a couple of songs off the soundtrack; dives deeper in the now-higher-polygon character models; calls for eligible backers to send in their photos for character portraits; and finally reveals the Alpha test start date: July 27th.
Copper Dreams developer Joe in-game
A snippet about the slightly adjusted art-style:
Our final style for the game wasn’t all too dissimilar than our original one in the art-pipeline, we just made content with more polygons and higher-resolution textures. We wanted to make the world have a very cohesive texture style, and allow a little bit of player imagination in a 3D world. While it isn't actual pixel art anymore, the abstract blotchiness allows you to fill in some blanks.
Part of the change to the sort of splotchy painted style was scaling up pixel-sized textures. This keeps color block sizes within a texture consistent, and is overall just about as cheap and quick as we were doing before with some added magic to the end of the pipeline. The models themselves are very chunky as well, so between that and the painted style the visual is similar to modeling actual miniature figurines, with the end result being cohesively chunky and cozy in-game.
The design goal for these characters is to block in colors to make the character style notable at-a-glance from the perspective we’re in, so that includes exaggerating features or making just black outlines around parts of the texture as needed. Not going for realism as much as clarity.
Part of the change to the sort of splotchy painted style was scaling up pixel-sized textures. This keeps color block sizes within a texture consistent, and is overall just about as cheap and quick as we were doing before with some added magic to the end of the pipeline. The models themselves are very chunky as well, so between that and the painted style the visual is similar to modeling actual miniature figurines, with the end result being cohesively chunky and cozy in-game.
The design goal for these characters is to block in colors to make the character style notable at-a-glance from the perspective we’re in, so that includes exaggerating features or making just black outlines around parts of the texture as needed. Not going for realism as much as clarity.
Click here to read the update in its entirety.