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Vapourware Codexian Game Development Thread

Twiglard

Poland Stronk
Patron
Staff Member
Joined
Aug 6, 2014
Messages
7,359
Location
Poland
Strap Yourselves In Codex Year of the Donut
I would appreciate any advice that would make my game look better, particularly if they're quick fixes
All men have Roman centurion officer helmets in the first scene. Your characters are Greek so instead use Greek helmets.

The character models are pretty good but maybe they could use some more embellishment.

I think the bright cyan water actually works well but it could use some tweaking.

In the second scene, the grass's contrast (too low) and saturation (too low or too high) makes it all look bleak compared to characters and walls, with nothing to stand out. Right now it looks only a bit better than Prelude to Darkness.

Third scene, the bright yellow grass actually works.

Fourth scene, rocky wall has ugly obvious tiling. Add a second or third wall tile so there's less seams and repetition. Make the wall stand out from the ground (such as vibrance/saturation).
 
Last edited:
Joined
Dec 24, 2018
Messages
1,834
I would appreciate any advice that would make my game look better, particularly if they're quick fixes


The single biggest thing, to me, is the lack of animations, but that's not a quick fix. As others have said, the water is way too bright / cyan - but I'd also add, the fire looks too "advanced / modern". Everything else in the game looks like a 90s / early 00s isometric sprite based game, which is great, but then you have the fire which looks like a fancy shader effect or some such. I think animated sprites for the fire would be better, for a more consistent overall appearance. I would prioritize overall consistency over making each item look as advanced / modern as possible.
 

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
3,742
Tavernking I just watched a bit of this video and it reminded me of your game. Jump to around the 11 minute mark to see combat.

It looks like they do have a couple of poses for each character that sort of mimic animations, but it's really just moving the stationary figure and visual + sound effects that creates the impression of combat.

 

Tavernking

Don't believe his lies
Developer
Joined
Sep 1, 2017
Messages
1,237
Location
Australia
Thanks everyone for the huge amount of advice, I've got a lot to consider now! I really don't know how to put into words how grateful I am so I'm just going to lurk this thread and give helpful advice where I can. Cheers!!
 

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