http://youtu.be/Szix5J6hIRg
Hello there,
Here's a video of some of my progress on a game I've been working on in my spare time.
(Top-down hotline miami meets Half-life 2 meets those old N64 helicopter assault games if that makes any sense as a general idea of how it might play)
The artwork is still pretty much in a block-in stage as I work on teaching myself JavaScript in Unity, but I'd love to get some feedback on what everyone thinks so far.
My general rules that need bending every now and then for the style so far was to try and capture some sort of abstracted feeling in the game by relying more heavily on solid color materials/exaggerated specular/ a little bit of bloom/ and geometry, as well as a selective usage of vibrant complimentary colors.
The top-down view and solid color setup was also chosen to speed up the time it would take for me to work on the project in my spare time and cover all the fields, bypassing the whole UV/Texture mapping/Normal mapping process. I may end up changing it depending on how the general reaction is, although I'm keen on seeing how it develops with time. I already decided to go with textures for the terrain, as well.. you really need things like dirt roads to guide the player around the landscape in a top down view and vertex blending between two solid colors creates a blurry, muddy mess that didn't work at all with the solid lines of the geometry.
(Generally architecture and enemies following into the blues, ground planes being orange, and the player and possible future allies being a neutral grey.)
I'll be sure to update with screenshots and closer views of the models as I go.
Replies
Rather than modelling the blades, use a texture showing the rotor disc. It's easier and will look better.
The helicopter is quite tiny compared to the buildings.