Just dumping some mockups for a small little indie game my friend and I are making. It's a city building game inspired by Dwarf Fortress. In fact we wanted to make a much more casual Dwarf Fortress that was easy to get into but still contains a lot of depth. Critiques are very welcomed.
Sprite wise I'm still trying to figure out which art style I should do.
Feelin' it man, the palette your using is real nice and the use of pixels in the right places are nice, however I would suggest making the tiles of the ground, rock etc look less tiled if you catch my drift, as for the characters they are looking really nice and unique. So where are you taking it, just a sorta test of skills or a full blown story driven game?
Wow! Really digging this! Love the style, and I would choose the first group of characters/creatures. I like the pixel-style with the little extra detail. I also think it fits your world better!
I like it a lot, love the 'pixel' style personally, and I actually like the 'grid' type feel. really depends what you're going for though. I look forward to playing it!
Feelin' it man, the palette your using is real nice and the use of pixels in the right places are nice, however I would suggest making the tiles of the ground, rock etc look less tiled if you catch my drift, as for the characters they are looking really nice and unique. So where are you taking it, just a sorta test of skills or a full blown story driven game?
I tried that with an earlier style when the project was first starting. I found that it was easier to read tiles with an outline as opposed to removing it and making it seamless.
Wow! Really digging this! Love the style, and I would choose the first group of characters/creatures. I like the pixel-style with the little extra detail. I also think it fits your world better!
HEY! Where are my updates?!? How are things going on this? Anymore cool things to share? What engine are you guys using if I can ask? What platform are you shooting for?
Keep this going because I love the style and want to see it come together!
Not that it's a big deal or anything but we figured we would update you guys on even the smallest of news. Honestly, it's so minor we don't know why we are even writing a news post about it. Of all the unimportant things to fill the community on this has to be the the most trite and paltry bit of news we could share. However we do expect to keep you guys in the loop with our game no matter how insignificant the progress.
We are sorry to bother you with such trivial matters but there's a certain amount of expectation to be had when releasing news about insignificant progress. We put together a quick preview of what to expect from our alpha release of Survivors of Ragnarok. It's pretty bare-bones right now, however its a solid base to start adding new features within the coming months.
There is still a lot to do before we are close to a final release. However this alpha is just a small step towards a final release. As for when you can get your hands on it.... the alpha will be available to the public February 15th. Yes this coming Tuesday the alpha will be available to download for the public. Retrospectively if you consider late December early January to be mid February then we are on schedule.
Along with this news we have three more tiny bite size news. One of them being the unimportant launch of the French Rice Games website. Technically we are official now, as far as requirements for a game developer goes.
The third mini update for this news post is that our main programmer Garrett has been working a a little side project. AdvenGen is a text based adventure game engine with the goal of being able to create text based adventure games with ease. Garrett has been working on creating a user-friendly modable engine that would allow players to easily create modules and stories. It is still in the early stages of development however AdvenGen should not slow down any progress for in developing SoR.
The fourth and final trifling news is that we recently had a chance to talk with *Kappa from The Game Atelier and their latest game Flying Hamster. Our latest Pixel Pusher Podcast interview is delves deep into putting that extra polish into the game, releasing on multiple platformers, possible announcement that it's being released for the PC, and most importantly drunk hamsters shooting laser beam beer streams. We highly suggest you check out Flying Hamsters currently released for the PSP/PS3, Iphone, and Ipad.
Unfortunately that's all the micro updates we could pack in this paltry news post. Sorry for disappointing you guys with this minuscule post as I know you guys have been wished we had more things to talk about. That's all we could squeeze out since our last news post so we apologize for your disappointment.
Replies
I think the top row of sprites (more detailed) jive best with your current environments.
i might lower the contrast on the dark 'back' rock of the caves.
i'm in favor of the top row of sprites, except for the old man. bottom old man sprite is fucking awesome.
I really all your positive feedback! It has made me even more excited to be working on this project.
I tried that with an earlier style when the project was first starting. I found that it was easier to read tiles with an outline as opposed to removing it and making it seamless.
The darker back cave tiles were set to make caves appear darker. However I will play around with it. I always thought they may be a little to dark.
As you wish
Added two more on first post.
Keep this going because I love the style and want to see it come together!
Ting teeny update....
Not that it's a big deal or anything but we figured we would update you guys on even the smallest of news. Honestly, it's so minor we don't know why we are even writing a news post about it. Of all the unimportant things to fill the community on this has to be the the most trite and paltry bit of news we could share. However we do expect to keep you guys in the loop with our game no matter how insignificant the progress.
We are sorry to bother you with such trivial matters but there's a certain amount of expectation to be had when releasing news about insignificant progress. We put together a quick preview of what to expect from our alpha release of Survivors of Ragnarok. It's pretty bare-bones right now, however its a solid base to start adding new features within the coming months.
There is still a lot to do before we are close to a final release. However this alpha is just a small step towards a final release. As for when you can get your hands on it.... the alpha will be available to the public February 15th. Yes this coming Tuesday the alpha will be available to download for the public. Retrospectively if you consider late December early January to be mid February then we are on schedule.
Along with this news we have three more tiny bite size news. One of them being the unimportant launch of the French Rice Games website. Technically we are official now, as far as requirements for a game developer goes.
The third mini update for this news post is that our main programmer Garrett has been working a a little side project. AdvenGen is a text based adventure game engine with the goal of being able to create text based adventure games with ease. Garrett has been working on creating a user-friendly modable engine that would allow players to easily create modules and stories. It is still in the early stages of development however AdvenGen should not slow down any progress for in developing SoR.
AdvenGen
The fourth and final trifling news is that we recently had a chance to talk with *Kappa from The Game Atelier and their latest game Flying Hamster. Our latest Pixel Pusher Podcast interview is delves deep into putting that extra polish into the game, releasing on multiple platformers, possible announcement that it's being released for the PC, and most importantly drunk hamsters shooting laser beam beer streams. We highly suggest you check out Flying Hamsters currently released for the PSP/PS3, Iphone, and Ipad.
Flying Hasmter
The Game Atelier
Pixel Pushers Podcast - The Game Atelier
Unfortunately that's all the micro updates we could pack in this paltry news post. Sorry for disappointing you guys with this minuscule post as I know you guys have been wished we had more things to talk about. That's all we could squeeze out since our last news post so we apologize for your disappointment.
As always don't forget to follow us on Facebook, Twitter, Tumblr, Moddb, IndieDB, and Blogger.
I'll try to update this thread more often with some more art assets I have been working on and some fun mockup shots.