This is a project I have been working on with some peoples, wanted to show off some work. It's still in progress and will show some models, but here's some paintings by our concept artist to start.
Find all the references in this one!
Concepts for the character you will be playing
Another concept and reference for details
Replies
I think your models would be good too,keep on!
-The ratios of these wall mods are half the width of the next. IF you keep these ratios and stick to right angles, all the rooms will snap together nicely.
With some small texture and mesh changes you can get a large variety of walls. As long as the total units match per side of the room, you are good to go!
You certainly look like you have the technical approach to making the assets, but this isn't in my opinion the way to make a visually striking mobile game. Scale and control schemes are the two hardest things to get right on a mobile game imo, and an approach of making assets in a separate manner like this won't give the best results. For example, all the assets have too much detail, they will be hard to read on a tiny mobile screen.
Where is your mockups showing the gameplay and the angles you will actually see the game at?
I also feel that you guys are trying to go cartoony with gritty textures and a fairly boring shape language, which i don't really feel is working.
Hey Muzz you bring up a lot of good points.
You are right scale was an issue we had to iterate on. Right away there's lots of questions, you have a robot, that turns into a ball, inside a space ship. On top of that, gameplay wise its like mini golf. We could not figure out scale though until we knew camera angle.
There was a lot of iteration on camera angle and how it works with the hit mechanic. If we went top view, the hit mechanic works great, but you lose out on art, if you go first person, the hit mechanic is horrible. So it was a balance of finding that spot where the level can look good and the mechanic feels right.
We basically made a vertical slice of the ship level to figure these things out.
Our biggest challenge so far is that camera. We learned that we cant have the ball and have the ball sit against a wall. If the camera pans up against the wall you cant see where you hit. So we've been trying to keep the walls away from the course.
As far as detail is concerned. It seems to display well im on a phone, we wanted it to look good on a tablet and pc as well. We might release on pc, its still being talked about. Detail can indeed work against you, my very first moch up was pure detail noise, it didnt look good at all.
The only thing I changed was the levels and curves in Photoshop.
https://itunes.apple.com/nz/app/astro-golf-taking-mini-golf/id715822157?mt=8
Release Trailer
[ame="http://www.youtube.com/watch?v=DPxO442taRU"]Astro Golf by Bolder Games! Available in App Store 2/20! - YouTube[/ame]