I have been working on an iphone game in my spare time for last few months, and were about ready to kickstart it! I figure you guys should get to see it first.
LINK
http://www.kickstarter.com/projects/1245719024/orezom-trails
The whole style of the game came from this one quick doodle.
From that came...
The UI is still very WIP.
So whats the game about?
OreZom Trails is a touch based iPhone game where you have to save the world from a zombies curse. You have a book that contains the key to save the world, but it can only be used in Oregon, and you, unfortunately, are stuck on the east coast.
Youll have to find supplies to keep yourself fed, fueled, and healthy while you roadtrip across the US to save humanity, dodging zombies all the way. Its a hard, lonely journey, and along the way youll meet other survivors who will help you - or at least make life more interesting!
The catch is you only have 30 days to use the book, so make sure you use your time wisely!
What do you guys think?
Replies
I have a question on the way its made, if you could indulge me.
Is this all unlit with the lighting painted into the textures and blob shadows used for the shadows?
I'm really intrigued as to how you achieved the style.
guhhh, No shader magic here.
Fango, Yep its all self illuminated, just polys for shadows.
We're having some amazon issues so the kickstarter has been pushed back by a few days. I'll update this page when everything is setup.
In the mean time ask anything you want to know about the art or what the game is.
http://www.kickstarter.com/projects/1245719024/orezom-trails
...but for a game that's almost done, you really should have included some footage of it in action. I'd imagine that would go miles towards enticing more people. Additionally, the screenshots on the kickstarter page are a bit... small and busy, making it hard to make out what's what, and, frankly, hiding the awesome art.
Which begs the question - Why such small images on your kickstarter page, which're partially covered up with even smaller screenshots or merch?
Show the actual game off a bit more!
Also, do you have any gameplay vids captured? Would be a good idea to show this off in motion, if you can.
The plan is Friday to add a gameplay video, and to show the first two pages of the journal/comic.
As for the images sizes, it auto sizes everything down to 700 wide. So well be adding more shots that are tall, not wide so better show the game. That don't get re sized to nothing.
Game looks wonderful though
I wouldn't be posting on PC if I wasn't willing to make changes. So what are you thinking would help it? I have tried a few things but they either didn't help, or strayed too far from the style.
Also what other info would you like to know about the game?
The defining feature of your logo is it's loaded with parallel lines.
While the defining feature of your games style is thick shapes and flat colors/shading with hard edge transitions. Once you incorporate the tilt of objects, animated zombies, and camera perspective your game actually doesn't have that many parallel lines (aside from your top right street map)
Your game is facetted but it doesn't ignore round shapes, your compass is still round, I don't see why your O can't be.
The one consistent thing about all of your games screens is that it takes place staring down a road, maybe try to incorporate that perspective into your logo and worry less about how angular your shapes are and more about how you're shading them.
Sorry I dont have much in the way of useful suggestions, hopefully you'll come up with something better. I'm not much good at logo design, all I know is I can't read yours and I doubt I'm the only one
if you really want to half ass it and bandaid a solution you could just tack on your url in plain text below your logo.
That's exactly what I was going for The game takes place in the 80's so I wanted a logo to firmly placed it in the era of crappy halfway unreadable logos. (good god were there a lot!) Logos that almost had nothing do do with the feeling of the thing it was supposed to be representing. I think I might have taken that too far, and made it too unreadable.
I do agree with your points, and I'll see if I can find a way to use that idea in the current design to help it's readability.
I actually really love this style, and tried to get someone else on board to make a Unity game in a similar style a while ago. Didn't pan out because they were convinced games couldn't be made at such a low spec and still be viable in the market these days -_-
Anyhow, good luck on the Kickstarter
...However I agree %100 about the logo. Totally get where you're going and it does stink of the 80's, but I personally think if you're going to be using it functionally it should at least be readable. When I was scrolling through the WAYWO thread and saw the screens with the logo I had no idea what it was supposed to say until I started reading up about it. I thought it said "Drezam Tails", since the O flips upside down, lol. Maybe put the plain text title in small print below it?
I have a question bout the art style... how the heck are you making entire environments out of 1(?) 4x4 texture?! Is it just pixel swatches of color with the all the environment's UVs arranged on the corresponding color swatch? Like for example the cactus' UVs are stretched across 3 pixels of various shades of green that are next to each other on the texture map? Mind = Blown.
Anyway, hoping this puppy gets funded. Keep us updated!
Thanks! Its fun just how quick you can make stuff too.
Sybrix,
Yep, that's why I was looking for feedback on it. I'm going to try some ideas tonight. Mostly related to the o shapes. As for how it's made, yep it's just swatches with broken up UV's for different colors.
I'd work a bit more on making sure the O's don't come across as D's, though. The second one is the variant that does this best out of the three, but I think you can still push it further.
The bottom one is the clearest of the three though.
http://www.kickstarter.com/projects/1245719024/orezom-trails
Hawken, yeah you cant change anything in the rewards once you start. It make sense, stops people from changing the rewards. But sucks seeing spelling errors.