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Hey, guys. This week I prepared most of the external objects to be textured. There's still a lot of work to do in applying different textures, but the city park already looks decent enough to show off. I'll still make changes by varying textures, repositioning trees, and adding polygons, but you can already get a feel for the art direction.

I started with extremely low poly models and the idea is to give definition to the areas that appear closest to the camera, thus avoiding unnecessary polygons in the scenery competing performance with the   characters, which is always the focus.

The textures will have a handcrafted look and the shader gives the lighting a semi-cartoonish style without going into full cel-shading. Shader is the programming that tells the motherboard what to do with textures, lights, and shadows, among other things. There was a serious problem with my previous shader, although I was very proud of it because I programmed it from scratch. I had to meticulously position the lighting in each scene so that the characters had adequate volume, and the objects in the background were very compromised. Having a wide, well-lit outdoor scene is something I could never have achieved with the old shader. The new shader is a win that removes limitations on the storytelling.


These arches came in the asset package, I decided to texturize and keep  them because there are similar arches in a square in the city where I  live and I always feel a good sensation when passing by them. I think  the camera following one of the girls through these archways will have  an interesting effect.

The small park looks so inviting to sit down and make out with someone, I want the whole town to feel that way. Another thing that has improved a lot is the blur effect, which was already part of the game's aesthetics giving it a more cinematic feel. Before it was just a gaussian effect, now we can even get a painted-like backdrop with thicker pencil strokes in the background, and I love it.

In the middle of the park, is a statue of Petra Sackrider, an ancestor of the red-haired sisters.  In a universe where this game becomes a hit after the changes and it allows me to extend the project to the next games I have planned, there will be a game about the origin of the Sackrider family and their connections with the city. So I want to spread some references to these characters from the past around the city, to create a mystique about them.

So this is the look I want to spread to other scenarios, with the exceptions I mentioned in the first paragraph. Critiques and sincerity are always welcome but keep in mind this is a work in progress.

Many thanks to you! See you later.

Comments

Anonymous

Hello, I think congratulations are in order for your work on this area and for your explanation of your vision and construction of it. We can see that you must have spent a lot of time putting each element into place. I'd also like to underline the care you've taken to optimize your game so that certain unused elements don't hinder its performance. This is a very good thing, because it's often a problem that's not insurmountable, but one that's pleasant to deal with from the outset. As for the texture style you've chosen, I'd like to learn that you're continuing in this style, which suits your game very well. I already admired and was won over by this one, but your park only strengthens my interest in your style. We can see that you've put a lot of effort into it. glad to hear you've managed to get a better handle on the shaders, which as you said was a weak point in the last update. But the fact that you've coded this one from scratch is a real credit to you. I also like the shadow play of the park elements, which shows a good mastery of light placement. I'm only looking forward to seeing the park at night for the famous scene with Penny. I think it's nice that you integrate things that give you pleasure and make you feel good. It really shows the sense of detail and passion you bring to your game. I like the arch and I think the camera work is multi-faceted with this kind of set element. I quite agree about the park's "inviting" and "welcoming" feel. The images you show already make you want to come and explore it. As for the blur, I like the way you've mastered it in the last few updates. Just be careful not to use too much of it, so as not to make the scenes "vomit-inducing". It's a good idea to include scenario elements and hints about your future projects, as this will help you set up a lore from the start and avoid any worries about logic and continuity in the story. It's also a good idea to invite players to pay attention to detail so as not to miss any clues, but it will also help showcase your work. In my opinion, go in the right direction. I'm glad to see that you're going to the trouble of setting up your original ideas. For Critiques : I'm not going to venture too much on it, because as you said this is a subject that has evolved. but personally I just find that the park lacks aquatic spaces, especially at the level of the statue which could enhance it more. I always find it sad a statue in the middle of a place, it does not retain enough attention. but I go too much in my personal tastes. In any case thank you for this nice surprise! Frankly you can be satisfied with your work. See you soon and take care of yourself:)

malixegames

Thank you! It's great to know that you appreciate the details I've put into the park design and that you enjoy the overall result. I'm thinking in, including a small lake or perhaps even a larger body of water such as a river. However, implementing a fountain would require additional resources, both in terms of time and hardware requirements, which may prove challenging. Even so I will study your suggestion. I hope that you continue to enjoy as I continue to add new features and content to the game.

Anonymous

Hello, I suspect that the implementation of water in a game must be quite complex between the creation of the texture, effects and mechanics in general (I realized the complexity by reading your response although I already know XD). Do the best you can and, above all, the way you want. I must admit I can't wait to see the details of the other areas, especially the university and Misty's shop. See you soon!