Open Queatz opened 6 years ago
Just turned this upright and actually made it a little harder to read ( sorry ).
From meeting: Enemies and Items.
Might make sense to work on L1-L3 and organize PSDs to
Use Transparent Background.
Opacity is fine. Like if a spell or potion has some 50% opacity.
Bobby note to Bobby: Keep it simple, pay attention to specs, get something to look at out sooner than later.
Maybe reach out to Mai about style and Feel.
"Imagine you're a greedy little slime and you just entered the world and you want to get stuff"
"There is no goal that you know"
"The ultimate goal is to build a mental map of the entire world."
"You have got to build up pressure getting stronger then pop into the next" "the motif is slime and quest"
I wrote my own thoughts into those last ones fyi -Bobby
You might have to make a team to complete an objective for instance, but the game doesn't tell you this you have to figure it out.
@Queatz -- have a few samples in the works -- I think I saw that Bunny Fur was already made. Here are the list items I'm thinking I'll try to get to you to show style samples...single frames only:
-Hog -Snake -Grub -Stick -Helmet -Flower -Acorn
Can you confirm these are safe to work on without duplicating effort? I've got Stick and Flower mostly complete, just need to touch up.
Those are great. Yep bunny fur is already made. There is currently 1 flower in the game, but I think ~5 of different types for variety would be good. (Flower petals will be used to dye things different colors.)
@bobsawey
okay great thanks for confirming. I will take a look at the other flower in the assets folder and get started on that list today.
Took me a sec to get a good workflow going but I've got multiple windows and art boards open at the same time now.
I've attached first passes on everything from the previous list except the Grub -- I seem to have a block with that one for now so will need to circle back.
My goal this round is to get a better idea of where I am hitting a missing with style. We'll progressively get closer to a finer tuned product as we do larger batches.
I think once some feedback comes for this batch I can start on another larger set with multiple panes for enemies etc, and get feedback on what I'm outputting while continuing to work.
Comments below:
I don't like this acorn, I have a second artboard set up already to create another one... but please let me know what you do and don't like and what you think, etc.
I was thinking maybe this one is too big, I can also create flowers with stems. I wasn't able to find the other flower graphic. Is this too big?
The hog on the left is of one style and is in running motion. The hog on the right's head is mostly finished and there is dark pixels to show where a body can fit. Let me know about this one, I like a little of both, but I want to be practical while also fitting within what you want to see.
This is how I imagined equipment would work, did I get right?
This snakes tail needs work. I made it's eye in a way to better match the main character's eye style, wanted to see what you thought. Color can change np, chose something easy to see against the green I chose.
Much of the inspiration for this style of snake was borrowed from Briks website. I wanted to show this style as an alternative. Either way both snakes need a little clean up.
Holding stick moving to the right. The slime over the stick is part of the graphic. Let me know if this works.
Thanks!
Oh and it was purposeful that I blew the images up for easier viewing. I can provide 16x16 at anypoint, just have my export settings at 400% currently. Btw, forgot to add I made a potion to get rolling, not sure if you can use it or not... was mostly a piece to get me centered back into the creative space we are working in. I've attached it here. Look forward to feedback. Thanks! -B
Whoops forgot to mention you to keep notifs properly rollling, ☝️ @Queatz
Scaling 400% is good for here 👍 @bobsawey
First off, these are looking awesome, good stuff!
Comments below:
Overall loving them!
Awesome this is really helpful direction. I’ll get a new list together including these and get back at you.
@Queatz I wanted to give it a go at building the game on my side. How can I go about that? I suspect looking up Gradle will probably lead me to properly doing it.
Added a quickstart here: https://github.com/Queatz/web-mmo-engine/blob/master/Readme.md
It may be missing some major steps that I forgot but lemme know :o @bobsawey
I put the game in its current state up on slimequest.com @bobsawey
Simple commands as of now:
Arrows to move i open/close inventory e edit map z interact x attack c use current inventory item v drop current inventory item
Great thanks. I'll take a look today as I work on a list.
man, am loving this music. Okay so for this round @Queatz , for 150-200 things.. do you need ...
Like does it work like this: 5 enemies w/ 8x16 = 128 orr... 5 enemies, 5 items, and so on until a count of 150-200 unique enemies, items, equipments, etc are met? Want to make sure I'm properly creating a list here, Thanks!
My roommate made the music, he's awesome! 150-200 individual images. 1 enemy is 8 individual images. Since we don't have all directions of slime character images maybe we can stick to 4 images per equipment (one for each direction.)
5 enemies = 40 individual images. Something like 10 enemies (80 images) + 10 items (10 images) + 10 equipments (40 images) + 5 spells (5 images) + 5 resources (5 images) = 150 images.
150-200 unique enemies is quite a ways down the road, but we will get there! :P
@bobsawey
Wow I did the pixel math in calc I AM SO EMBARRASSED haha, I've been switching between dev and devops stuff so think my brain is just spinning. anyway thanks for clarifying that butter, everything is ghee now!
Hey FYI, I've had a few false starts with this lately and somewhat of a creative block but things appear to be opening back up now. Sorry! I'll keep you posted. Going to create a new issue/task with the confirmed count so I can pull request against that later. Cheers -B
Sounds good, this issue's getting long lol🤣
@bobsawey