Yes, I already use some in my current game. But I can't have the AI do everything, you still need artistic talent in the genre you're generating in to edit them & make them suitable for a game.Have you considered AI generated art?
https://rpgcodex.net/forums/threads/is-ai-the-future-of-indie-rpgs.144388/
https://rpgcodex.net/forums/threads/why-dont-indie-devs-use-ai-generated-images-as-art.143986/
Doesn't even have to be limited to graphics:
https://rpgcodex.net/forums/threads...text-based-rpg-and-handles-everything.144830/
https://rpgcodex.net/forums/threads/overpaid-voice-actors-seethe-at-being-replaced-by-ai.144805/
Good idea.3D renders, touched up to look 2D can look pretty good. You can even acquire premade assets and they won't look much the same after this process.
Pixel art isn't easier than non-pixel art. It's actually harder to do well. People are just more forgiving of it looking bad because it's "bad on purpose". It's easier to draw bigger pictures than trying to cram visual information into a 16x16 pixel area. The art you have in your current game looks pretty functional, but even the game you're cloning has bigger sprites than you do. The fewer pixels you use the harder it will be.
Find art you like. Do your best to draw an exact copy of it. Analyze it. Change it to make it better.
i was worried about that. I'm not crazy about low res pixel art but I like that style even less. Although I love "Just King" the style is def not doing it any favors.I'm sure that a flat vector-and-gradients style like Super Meatboy would be easier, and look a lot better, than torturing yourself with pixels.
2d. You can see some screenshots on its Steam page.Whats the style of the game you have made, 2D, 3D or...?
IMO you can do a variant of pixel art that looks ok, is somewhat easy to learn, etc.
Much depends on the game, what kind of assets you need to make. 90% of assets may be trivial to make 10% very difficult.
I have a thread about this. The reality is you either pay an artist or learn how to make art.
3D renders, touched up to look 2D can look pretty good. You can even acquire premade assets and they won't look much the same after this process.
I checked out your game but I'm a bit unclear on what style you want to go with. It seems to me you want some kind of 2d style with semi simple sprites but also not too basic. Do you have any games in mind that would be inspiration for the style?2d. You can see some screenshots on its Steam page.Whats the style of the game you have made, 2D, 3D or...?
IMO you can do a variant of pixel art that looks ok, is somewhat easy to learn, etc.
Much depends on the game, what kind of assets you need to make. 90% of assets may be trivial to make 10% very difficult.
I have a thread about this. The reality is you either pay an artist or learn how to make art.
3D renders, touched up to look 2D can look pretty good. You can even acquire premade assets and they won't look much the same after this process.
I've done the 3D render thing before, and it looks good, but it's still fairly slow. Although in all likelihood I'm probably looking for something that doesn't exist. I guess I could do a game with "graphics made in paint by a 4 year old" and lean on the irony as a gimmick but I'd rather just make a normal game.
A good level designer really takes advantage of the assets and can make it seem as if there are 5x more source assets than there are. Working with what resources you have is quite a crucial skill (that I don't have myself).Pixel art is probably still the way to go, for the simple reason that there are a lot of pixel art assets out there that are affordable and good quality. Why spend your time drawing trees, rocks, etc when you can spend a few bucks and get great pre-made assets that the player won't care about anyway.
However there can also be a lot of efficiency in using high-res sprites for 2D. The example that comes to my mind is Bastion, which is a great looking 2D game.
You don't really notice unless you're looking for it, but pay attention to how much the assets are actually being reused. The artist takes the same sprite and manipulates the size, orientation, color, lighting, etc to create a more visually detailed image with fewer inputs (and presumably in a fraction of the time).
You could try learning how to do the classic comic book style. There are tons of books on this, from "Drawing Comics the Marvel Way" to "Fun with a Pencil" by Andrew Loomis. You have fairly simple instructions and as long as you keep at it you should be able to draw something semi-decent in a few months.
I checked out your game but I'm a bit unclear on what style you want to go with. It seems to me you want some kind of 2d style with semi simple sprites but also not too basic. Do you have any games in mind that would be inspiration for the style?2d. You can see some screenshots on its Steam page.Whats the style of the game you have made, 2D, 3D or...?
IMO you can do a variant of pixel art that looks ok, is somewhat easy to learn, etc.
Much depends on the game, what kind of assets you need to make. 90% of assets may be trivial to make 10% very difficult.
I have a thread about this. The reality is you either pay an artist or learn how to make art.
3D renders, touched up to look 2D can look pretty good. You can even acquire premade assets and they won't look much the same after this process.
I've done the 3D render thing before, and it looks good, but it's still fairly slow. Although in all likelihood I'm probably looking for something that doesn't exist. I guess I could do a game with "graphics made in paint by a 4 year old" and lean on the irony as a gimmick but I'd rather just make a normal game.
I agree transforming 3d to 2d isn't especially quick, but it's a good cheat if you lack skills. And you get quicker with practice ofc. It's also probably not the style you want here.