Have you tried the Top view (ortographic) like old videogames? I dont know, but If a game has the classic feel, the point of view is very important... but it's your decision of course.
On another thing. A lot of neogeo games used prerendered sprites, like Strikers 1945 and some of the most techy ones like blazing star, this last one used may be some painterly tricks because it doesn't look that 3d for the time, most like cel-shading.
No crits from the game and hope to hear from it. Cheers.
Thanks for your comments ruberboy. We were playing a bit with the camera point of view when we started to work on this project. We wanted to make it isometric (see the first posts on this thread) and the isometric camera in fact looks really cool, but we had some gameplay issues because that point of view and finally we decided to use the typical top down point of view, in any case we want to use the perspective,if we wanted to make it orthographic we probably made directly a 2D game.
We use some spritesheets for explosions and other stuff, but as I said we want to make a 3D game so we tried to use fake sprites just when it is strictly necessary (or when the visual result is the same but the performance is better).
My only concern is that the enemies and player ship can get lost in the noise of the background. I think a bit more saturation in your enemys and player ship will help seperate the background and the playfield and might make everything a bit easier to read.
Replies
SimonT, the comic is just for the cutscenes
Some updates of the project:
A couple of new enemy ships (one water unit and one bonus unit)
The dangerous alien pods
And the first Boss at last! , I hope to post some pictures of the boss ingame soon.
Have you tried the Top view (ortographic) like old videogames? I dont know, but If a game has the classic feel, the point of view is very important... but it's your decision of course.
On another thing. A lot of neogeo games used prerendered sprites, like Strikers 1945 and some of the most techy ones like blazing star, this last one used may be some painterly tricks because it doesn't look that 3d for the time, most like cel-shading.
No crits from the game and hope to hear from it. Cheers.
We use some spritesheets for explosions and other stuff, but as I said we want to make a 3D game so we tried to use fake sprites just when it is strictly necessary (or when the visual result is the same but the performance is better).
Cheers!
My only concern is that the enemies and player ship can get lost in the noise of the background. I think a bit more saturation in your enemys and player ship will help seperate the background and the playfield and might make everything a bit easier to read.
Regardless, keep on trucking!
one more time, very cool!