You might get better feedback if you posted specific images.
From the images on the blog, my initial impression is one of over-saturation. Sure, it's the desert, but many of the images have the sun right on the horizon, pushing everything right into a bright yellow. If you want beauty shots with the sun low on the horizon, I'd recommend going for a sunset/dawn look.
The palette overall seems rather limited - just one shade of yellow and one of brown. At the least, distant objects should get a bluish tint. Consider adding some scrub brush; some form of plant will grow almost anywhere there is soil and even the tiniest bit of moisture. Show different sedimentary layers in the rocks. Give man-made objects a bleached look.
For the same reason, I'd argue against using yellow as your main UI color - it appears both as the highlight for a bit of rock and as the letters in the "WASD" screen. Pick a complimentary color that will contrast better; some form of violet might be your best choice... not high on my list, either, but you might find something good in that range...
If you have even a small budget, then I'd recommend hiring a writer - English majors tend to work cheap ;P - to handle the actual writing & posting. In the long run, I think you'll have a better chance of getting funding & selling if you have someone who can turn your thoughts into a coherent vision. Failing that, strap your co-workers down and force them to give you feedback...
You might get better feedback if you posted specific images.
From the images on the blog, my initial impression is one of over-saturation. Sure, it's the desert, but many of the images have the sun right on the horizon, pushing everything right into a bright yellow. If you want beauty shots with the sun low on the horizon, I'd recommend going for a sunset/dawn look.
The palette overall seems rather limited - just one shade of yellow and one of brown. At the least, distant objects should get a bluish tint. Consider adding some scrub brush; some form of plant will grow almost anywhere there is soil and even the tiniest bit of moisture. Show different sedimentary layers in the rocks. Give man-made objects a bleached look.
For the same reason, I'd argue against using yellow as your main UI color - it appears both as the highlight for a bit of rock and as the letters in the "WASD" screen. Pick a complimentary color that will contrast better; some form of violet might be your best choice... not high on my list, either, but you might find something good in that range...
If you have even a small budget, then I'd recommend hiring a writer - English majors tend to work cheap ;P - to handle the actual writing & posting. In the long run, I think you'll have a better chance of getting funding & selling if you have someone who can turn your thoughts into a coherent vision. Failing that, strap your co-workers down and force them to give you feedback...
First of all thanks for the terrific feedback, its been 2 months of work in order to get this, i think its a huge progress considering its just a person working on it and yeah its true, i need some writer but thats cannot be possible until i show the proyect to some investors.
Yes, well, that's what they get for never posting here! :P Saguaro cacti in Egypt?
It's fine for a starting point, but a background that works well for a quick-moving game (i.e. a driving game or a flight simulator) won't always work well for a game where the player is walking and exploring. I just feel that the slower pace requires more effort to provide points of visual interest to the player.
Yes, well, that's what they get for never posting here! :P Saguaro cacti in Egypt?
It's fine for a starting point, but a background that works well for a quick-moving game (i.e. a driving game or a flight simulator) won't always work well for a game where the player is walking and exploring. I just feel that the slower pace requires more effort to provide points of visual interest to the player.
Oh thats an interesting topic you have pointed out, actually the background from a driving game will look more "cheap" due perfomance issues and LOD arent the same from distance so its makes a lot of sense what you wrote, im posting a video trailer in the following hours so you can get an idea of the concept behind this game, this is the prototype, investors just want a preview about wheres the concept art is pointing out but i dont know if need to work more about it or leave it there
Replies
From the images on the blog, my initial impression is one of over-saturation. Sure, it's the desert, but many of the images have the sun right on the horizon, pushing everything right into a bright yellow. If you want beauty shots with the sun low on the horizon, I'd recommend going for a sunset/dawn look.
The palette overall seems rather limited - just one shade of yellow and one of brown. At the least, distant objects should get a bluish tint. Consider adding some scrub brush; some form of plant will grow almost anywhere there is soil and even the tiniest bit of moisture. Show different sedimentary layers in the rocks. Give man-made objects a bleached look.
For the same reason, I'd argue against using yellow as your main UI color - it appears both as the highlight for a bit of rock and as the letters in the "WASD" screen. Pick a complimentary color that will contrast better; some form of violet might be your best choice... not high on my list, either, but you might find something good in that range...
If you have even a small budget, then I'd recommend hiring a writer - English majors tend to work cheap ;P - to handle the actual writing & posting. In the long run, I think you'll have a better chance of getting funding & selling if you have someone who can turn your thoughts into a coherent vision. Failing that, strap your co-workers down and force them to give you feedback...
First of all thanks for the terrific feedback, its been 2 months of work in order to get this, i think its a huge progress considering its just a person working on it and yeah its true, i need some writer but thats cannot be possible until i show the proyect to some investors.
For color pallete and graphic stuffs im basing on this sample: https://www.youtube.com/watch?v=3nqDfNAr_y0 What you think?
It's fine for a starting point, but a background that works well for a quick-moving game (i.e. a driving game or a flight simulator) won't always work well for a game where the player is walking and exploring. I just feel that the slower pace requires more effort to provide points of visual interest to the player.
Oh thats an interesting topic you have pointed out, actually the background from a driving game will look more "cheap" due perfomance issues and LOD arent the same from distance so its makes a lot of sense what you wrote, im posting a video trailer in the following hours so you can get an idea of the concept behind this game, this is the prototype, investors just want a preview about wheres the concept art is pointing out but i dont know if need to work more about it or leave it there