The shrooms need work, they look unfinished. Put some details onto them =D
You maybe also should go and define a colorsheme/color keys, right now this doesn't look very harmonic. I think that way you could improve the scene very much.
First off, it's not like your colors are bad or so, but I think there's still room for improvement. (Like more harmony)
(Edit; But like I said, maybe it's just me ;D so don't worry to much.)
It's always a question of which atmosphere you're aiming for... atm it seems to be a mix of a little autumnish (late summer?) (shroomcolor/orange and yellow sky) and mysterious (blue-greenish gras and trees, a little violettish water), like a bewitched forest or something like that?
Anyway, right now it seems like a kinda hidden forest, with not much people coming through.
I'll take some of you're colors and do some colorkeythings....
I've added it as a thumb. It's not the best, but maybe it helps.
At least I had fun while creating it, hehe. I could have spent even more time doing it, but there's still other stuff to do =D
Ah, and the watercolor should fit the skycolor a little, since water is reflecting the sky =D
Edit:
Found some more time:
Maybe, what disturbes me the most is the really plain looking sky and the water color that has none of the enviromental colors in it (nor skycolor, nor blueish/greenish because of the forest). Aaaaand the fact that the grassblads have a rather diffrent color then the ground. (Which is grass, too, I guess?)
Fenyce: You're close enough to the mark; it's a rarely-visited part of the Forest, but the sky is that way 'cause it's morning.
I messed around with the water color by just throwing on the sky's texture, which actually looks pretty damn good. Now I'll have to do the same for night and day, then fade between them at the proper times.
Aside from that, I haven't messed with the colors that much. Just some tree stuff.
I wasn't so sure about the style when you first began but now I can't get enough of it. The only thing I can say right now in terms of critique is that the textures in the environment sometimes feel a little stretched and it sometimes distracts me from the characters who are definently my favorite thing from this whole project. You are incredibly ambitious and I can't wait to see what comes from you next!
Thanks, man. I'll definitely have to fix the texture stretching at some point.
Had an idea about expanding the combat system by replacing the simple, charged heavy attacks with equippable Combat Arts.
Combat Arts are powerful skills that gain strength through use. When they reach a certain point, you'll gain access to a more advanced form (Though the weaker forms are still available). A Combat Art, when equipped, takes up a number of Skill Slots equal to its level if you want to equip more than one.
You start with a single Skill Slot attached to your normal attacks, and can unlock more via increasing your Hero Level (Done by defeating enemies for Hero Points). Once you unlock more than one Slot, you’ll be able to Combo your Combat Arts, as long as you’re able to equip more than one. There are separate Skill Slots for Aerial, Ground, Dodge, and Dash Arts.
If you have more than one Slot and equip multiple Combat Arts, you can perform a Combo. When performing the first Combat Art, press the Attack button with the proper timing to perform the next Art in the Combo. Each successive Art in a Combo is slightly weakened.
You learn new Combat Arts from the person who created it, or by observing powerful enemies.
The stuff you can do as you level up includes:
-Extra Skill Slots
-The ability to attack while dodging
-The ability to attack while dashing
-The ability to use Combat Arts while airborne
-Increase the amount of successive dodges you can perform
-The ability to dodge while airborne
-Advanced recovery moves
I'm unsure about what to do when you level up, though; should I allow the player to choose an upgrade themselves, or attach certain upgrades to certain levels, like Psychonauts?
Also, combat can be taken a step further by elementally enchanting your weapons. Each element would have a similar function to the ones in games like Sengoku Basara or Koei's Warriors games.
I love her nose and lips
I love those gradients, but I think her hair could use more saturation... it's looking to dark and greyish right now... especially compared to her shiny skin (her belly is drawing a lot of attention to it, because it's sooo bright and shiny there... more then in her face... >.<)
So you're doing everything by yourself? Really impressive project in terms of scale.
I see a lot of potential but honestly I have to say I do not like the current color palette, or rather the lack of perhaps. Too much saturation everywhere and no clear direction. I don't have any specific suggestions at the moment as I don't know what you're going for but general advice would be to set a palette for each type of environment and keep them very limited so that they stand out from each other. Take advantage of the saturation range in the same way you would with values. Allods Online and WoW are good examples of this. Notice how the different colors in the differrent environments tends towards the same hue, creating unity and ambiance. Forests has brown/greenish, winter has blues etc.
Also any particular reason for going so lores on the textures?
Aye, I find palettes for environments to be really hard. It's easy enough with a character where there are only a couple of elements that need colors, but environments have so much stuff in them that I really don't know where to start, or how to divvy everything up.
I used the Color Scheme Designer to get a triadic color scheme consisting of green, yellow-orange, and purple. With that, I shifted the red stuff like the cliff walls and the tree bark to a more yellow color, as well as making the little blue mushrooms purple.
Does it look a bit more unified?
Also, here's the moon against a darker sky; it's a bit easier to understand:
I think I've made decent enough progress to release a really early PC demo. It has controller support, though I've only tested it with the Xbox controller.
I've done about all I can with quashing programming bugs, but there are some that caused by Unity itself, which is kind of annoying.
Mainly the stuff involving colliders being wildly inconsistent, like the OnTriggerExit commands never working, or collisions not being detected. There are also a few issues with animation events not triggering, which cause a lot of problems with the combat.
I really can't think of any way to fix these, though. Is there?
I tried out your playable, Though currently not alot to it, the game has shaped nicely and since you have a basic playable Im sure now you are working on early game design.
If you dont mind me asking do you have a doc or something written up to explain what your trying to do. You are making art and world with a interesting backstory but without some sort of write up ive been having a hard time following what your trying to do/go for.
considering your a 1 man team doing it all Im probably asking alot , but I want to see this project go further into a full game
Awesome new character! I really love her design! You're getting better and better!
And I remember that I read somewhere, that there's a forest that's as old as the world itself? Really nice idea, I love that. But if it's that one posted on top of this page, I'd go other it design a little and give it a little more of a special feeling... like some really big tree (like Yggdrasil) or some magic feeling, at the moment it looks like a really simple forest.
Something that might could underline that "very old"-feeling: Old stone circle stuff, ruins, big and old trees, magic stuff (crystals, glowing flowers or glowing tree/stone encarvments), a lot of moss or ivy.... Something like that.
I'd love to play that demo, but right now I don't have a rar zipper, he he... And I somehow dislike winrar. Maybe I'll give you some detailed feedback on a later demo version =D
EDIT:
Did google and thought I'd post some inspiration:
Maybe you'll see something inspiring ;D
I'd really love to see your game envolving into a great finished game. So keep up the great work!
If you dont mind me asking do you have a doc or something written up to explain what your trying to do.
Like my goals for the project?
Aye, Fenyce, but that's the Wysteria Woods, which I've yet to design. The one I've been working on is Gran Hollow. Those are also very nice reference images; thanks!
I downloaded the demo from over on your facebook and finally had a chance to play it. Although there were some bugs, it was a lot of fun! Here are the things I noticed:
-The game didn't capture the mouse so I kept clicking outside the window and losing focus on the game
-After enough clicks outside the screen I lost control of the camera and couldn't move it anymore (I think it was related to that anyway)
-I couldn't activate the two switches to open the door, but I only tried after losing control of the camera so that might have been a factor
-If there is a climbing animation it wouldn't play for me when climbing
-The whole game seemed a little dark, try adding some more lights to points of interest so you can find your way around more easily
Glad to hear it, Dark!
The mouse thing is kind of odd; was it windowed? Do you have a dual-monitor setup?
No climbing animation yet, so the vines are just elevators, I suppose.
Aye, environment lighting is another of the things I haven't really done.
New water:
It's using a reflective bumped specular shader, so it looks quite nice in motion.
I'll definitely add some transparency to the water later on; I've gotta model the lake and riverbeds for that, first.
I think I've solved the clicking out of the window issue; apparently, I needed to lock the cursor to the center of the screen in addition to just hiding it, so look forward to that.
I like the trailer, and I really dig the progress on this project
I have one bit of critique for the trailer though, the names when you present the characters are swishing by way too fast, could only read one of them. So slow those down is my recommendation
Anyways, awesome work!
I really love what you're doing and the incredible amount of effort you've managed to put in it!
I've missed the trailer post but i'd like to give some crits on it... First the part where the Logo appears and you cycle through environments is a bit twitchy.
I'd make the transition between the environments a bit slower and not include the logo as not it's fading with the rest... Also maybe make the logo itself a bit smaller so we can actually see what's behind
And as albin said make the last frame on the character presentations last a bit longer so we can read their name and look at them some more.
Now for the latests shots, I was wondering why are you using normal and specular only on some textures?
I'd rather see a full diffuse only work than some nice painted textures with randomly popping speculars...
Now it might be a stylistic choice on your end but on a first view impact it bothers/distract me to see such gap in styles : /
I don't think there's much I can do about the trailer, considering I've already put it everywhere, but I'll keep this in mind for the next one.
And I see what you're saying about the shader work on the environment. The best idea would be to use the same shader on both the characters and environments, I suppose?
Replies
You maybe also should go and define a colorsheme/color keys, right now this doesn't look very harmonic. I think that way you could improve the scene very much.
Do you have any suggestions regarding the colors, Fenyce? I can't quite figure out something that works.
As for the shrooms, how about now?
Also had an idea for a text box design:
this reminds me so much of Tales Of Vesperia,
love it
(Edit; But like I said, maybe it's just me ;D so don't worry to much.)
It's always a question of which atmosphere you're aiming for... atm it seems to be a mix of a little autumnish (late summer?) (shroomcolor/orange and yellow sky) and mysterious (blue-greenish gras and trees, a little violettish water), like a bewitched forest or something like that?
Anyway, right now it seems like a kinda hidden forest, with not much people coming through.
I'll take some of you're colors and do some colorkeythings....
I've added it as a thumb. It's not the best, but maybe it helps.
At least I had fun while creating it, hehe. I could have spent even more time doing it, but there's still other stuff to do =D
Ah, and the watercolor should fit the skycolor a little, since water is reflecting the sky =D
Edit:
Found some more time:
Maybe, what disturbes me the most is the really plain looking sky and the water color that has none of the enviromental colors in it (nor skycolor, nor blueish/greenish because of the forest). Aaaaand the fact that the grassblads have a rather diffrent color then the ground. (Which is grass, too, I guess?)
Aurthur: Aye, all by my lonesome.
Fenyce: You're close enough to the mark; it's a rarely-visited part of the Forest, but the sky is that way 'cause it's morning.
I messed around with the water color by just throwing on the sky's texture, which actually looks pretty damn good. Now I'll have to do the same for night and day, then fade between them at the proper times.
Aside from that, I haven't messed with the colors that much. Just some tree stuff.
Also, here's a video of Ellie's Parry skill:
http://www.youtube.com/watch?v=ao_NkMkTn9c&feature=youtu.be
Had an idea about expanding the combat system by replacing the simple, charged heavy attacks with equippable Combat Arts.
Combat Arts are powerful skills that gain strength through use. When they reach a certain point, you'll gain access to a more advanced form (Though the weaker forms are still available). A Combat Art, when equipped, takes up a number of Skill Slots equal to its level if you want to equip more than one.
You start with a single Skill Slot attached to your normal attacks, and can unlock more via increasing your Hero Level (Done by defeating enemies for Hero Points). Once you unlock more than one Slot, you’ll be able to Combo your Combat Arts, as long as you’re able to equip more than one. There are separate Skill Slots for Aerial, Ground, Dodge, and Dash Arts.
If you have more than one Slot and equip multiple Combat Arts, you can perform a Combo. When performing the first Combat Art, press the Attack button with the proper timing to perform the next Art in the Combo. Each successive Art in a Combo is slightly weakened.
You learn new Combat Arts from the person who created it, or by observing powerful enemies.
The stuff you can do as you level up includes:
-Extra Skill Slots
-The ability to attack while dodging
-The ability to attack while dashing
-The ability to use Combat Arts while airborne
-Increase the amount of successive dodges you can perform
-The ability to dodge while airborne
-Advanced recovery moves
I'm unsure about what to do when you level up, though; should I allow the player to choose an upgrade themselves, or attach certain upgrades to certain levels, like Psychonauts?
Also, combat can be taken a step further by elementally enchanting your weapons. Each element would have a similar function to the ones in games like Sengoku Basara or Koei's Warriors games.
[ame="http://www.youtube.com/watch?v=NTZTtvzv3vQ"]Key of Ethios - New Combos - YouTube[/ame]
Gave Ellie and Gil more attacks, and completely redid Van's.
Progress on one of the functions of Van's Chain Grapple skill. Plenty of stuff left to do with it, but it works pretty well.
'Nother skill added. This time it's Gil's Bull Rush.
Also decided to pick up that TF2 shader from the Unify wiki. I think someone on here made that, but I'm not sure who it was:
[/URL]
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I love those gradients, but I think her hair could use more saturation... it's looking to dark and greyish right now... especially compared to her shiny skin (her belly is drawing a lot of attention to it, because it's sooo bright and shiny there... more then in her face... >.<)
Also, I heart lightbeams:
I just wish I could figure out how I could get them to not look like they're clipping through stuff.
(because now she looks overall very greyish)
New moon and sun!
I've also made progress on climbable surfaces and text boxes.
I see a lot of potential but honestly I have to say I do not like the current color palette, or rather the lack of perhaps. Too much saturation everywhere and no clear direction. I don't have any specific suggestions at the moment as I don't know what you're going for but general advice would be to set a palette for each type of environment and keep them very limited so that they stand out from each other. Take advantage of the saturation range in the same way you would with values. Allods Online and WoW are good examples of this. Notice how the different colors in the differrent environments tends towards the same hue, creating unity and ambiance. Forests has brown/greenish, winter has blues etc.
Also any particular reason for going so lores on the textures?
Have to agree with AimBiZ.
Aye, I find palettes for environments to be really hard. It's easy enough with a character where there are only a couple of elements that need colors, but environments have so much stuff in them that I really don't know where to start, or how to divvy everything up.
I used the Color Scheme Designer to get a triadic color scheme consisting of green, yellow-orange, and purple. With that, I shifted the red stuff like the cliff walls and the tree bark to a more yellow color, as well as making the little blue mushrooms purple.
Does it look a bit more unified?
Also, here's the moon against a darker sky; it's a bit easier to understand:
Mainly I did change those very cyanish trees to green ones and changed the shrooms colors a little.
I think I've made decent enough progress to release a really early PC demo. It has controller support, though I've only tested it with the Xbox controller.
I've done about all I can with quashing programming bugs, but there are some that caused by Unity itself, which is kind of annoying.
Mainly the stuff involving colliders being wildly inconsistent, like the OnTriggerExit commands never working, or collisions not being detected. There are also a few issues with animation events not triggering, which cause a lot of problems with the combat.
I really can't think of any way to fix these, though. Is there?
If you dont mind me asking do you have a doc or something written up to explain what your trying to do. You are making art and world with a interesting backstory but without some sort of write up ive been having a hard time following what your trying to do/go for.
considering your a 1 man team doing it all Im probably asking alot , but I want to see this project go further into a full game
And I remember that I read somewhere, that there's a forest that's as old as the world itself? Really nice idea, I love that. But if it's that one posted on top of this page, I'd go other it design a little and give it a little more of a special feeling... like some really big tree (like Yggdrasil) or some magic feeling, at the moment it looks like a really simple forest.
Something that might could underline that "very old"-feeling: Old stone circle stuff, ruins, big and old trees, magic stuff (crystals, glowing flowers or glowing tree/stone encarvments), a lot of moss or ivy.... Something like that.
I'd love to play that demo, but right now I don't have a rar zipper, he he... And I somehow dislike winrar. Maybe I'll give you some detailed feedback on a later demo version =D
EDIT:
Did google and thought I'd post some inspiration:
Maybe you'll see something inspiring ;D
I'd really love to see your game envolving into a great finished game. So keep up the great work!
Like my goals for the project?
Aye, Fenyce, but that's the Wysteria Woods, which I've yet to design. The one I've been working on is Gran Hollow. Those are also very nice reference images; thanks!
-The game didn't capture the mouse so I kept clicking outside the window and losing focus on the game
-After enough clicks outside the screen I lost control of the camera and couldn't move it anymore (I think it was related to that anyway)
-I couldn't activate the two switches to open the door, but I only tried after losing control of the camera so that might have been a factor
-If there is a climbing animation it wouldn't play for me when climbing
-The whole game seemed a little dark, try adding some more lights to points of interest so you can find your way around more easily
The mouse thing is kind of odd; was it windowed? Do you have a dual-monitor setup?
No climbing animation yet, so the vines are just elevators, I suppose.
Aye, environment lighting is another of the things I haven't really done.
New water:
It's using a reflective bumped specular shader, so it looks quite nice in motion.
I had the same issue, after a couple of minutes.
might want to try some transparency though. i saw the water video and though it looked great it was alittle over-powering with the contrast.
Examples: (i was on MH wiki at the time sry)
http://http://images.wikia.com/monsterhunter/images/6/65/MHFO_Aqua_Lv3_Water_Halk_7.png
http://images.wikia.com/monsterhunter/images/e/e3/Gogomoa_in_water.jpg
http://www.gameinformer.com/cfs-filesystemfile.ashx/__key/CommunityServer-Components-ImageFileViewer/CommunityServer-Components-UserFiles-00-00-43-08-90-Attached+Files/4130.potomac_5F00_river076.JPG_2D00_610x0.jpg
third picture was just color palette inspiration for colors (Gran hollow origanaly was concepted as a foggy dark forest right?).
anyways dont listen to me too much i dont make games! haha
I'll definitely add some transparency to the water later on; I've gotta model the lake and riverbeds for that, first.
I think I've solved the clicking out of the window issue; apparently, I needed to lock the cursor to the center of the screen in addition to just hiding it, so look forward to that.
if you only spent the same time on the envoronmemt as on your characters this would be the best thing since windwaker.
Hey look, a trailer:
[ame="http://www.youtube.com/watch?v=uhu-V3op6-0"]Key of Ethios - Intro Trailer - YouTube[/ame]
I have one bit of critique for the trailer though, the names when you present the characters are swishing by way too fast, could only read one of them. So slow those down is my recommendation
Anyways, awesome work!
soo when are you going to get your unity pro lisence?
Character:
And am currently working on his tavern, the Brazen Well:
I really love what you're doing and the incredible amount of effort you've managed to put in it!
I've missed the trailer post but i'd like to give some crits on it... First the part where the Logo appears and you cycle through environments is a bit twitchy.
I'd make the transition between the environments a bit slower and not include the logo as not it's fading with the rest... Also maybe make the logo itself a bit smaller so we can actually see what's behind
And as albin said make the last frame on the character presentations last a bit longer so we can read their name and look at them some more.
Now for the latests shots, I was wondering why are you using normal and specular only on some textures?
I'd rather see a full diffuse only work than some nice painted textures with randomly popping speculars...
Now it might be a stylistic choice on your end but on a first view impact it bothers/distract me to see such gap in styles : /
I don't think there's much I can do about the trailer, considering I've already put it everywhere, but I'll keep this in mind for the next one.
And I see what you're saying about the shader work on the environment. The best idea would be to use the same shader on both the characters and environments, I suppose?
Also shown is the new shader I cobbled together.
There's also a new guy: