Art Style & Lighting System
While the art is still in alpha, we've been adjusting it to look better from our higher-up perspective.
We didn't have a style in mind for Copper Dreams when we started with it, the ruleset began everything, but we knew we needed it to be 3d early on due to how combat functioned within the environment and how we wanted exploration to work.
We originally had 2d models on the 3d background which was neat but caused a visual ordering nightmare and looked out of place as we added more tangible lighting. We opted for what we knew and had a low texture pixel art style for the models. This is what we had shown during the Kickstarter campaign.
As we put more levels together we were finding the distance of the camera and the low-texture sizes wasn't working well together. Due to the nature of the unfiltered textures, the distance caused jittery effects as the camera moved, which was disorienting and obnoxious. As a result we moved toward a slightly more smoothed out style that wouldn't be a distraction on gameplay. The pixel art style was also hampering design decisions like how intricate models could be or how effects should look with it — it was essentially creating problems with where we were trying to take the art.